Simulating Interactions of Characters

Taku Komura, HubertP.H. Shum, EdmondS.L. Ho

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract / Description of output

It is difficult to create scenes where multiple characters densely interact with each other. Manually creating the motions of characters is time consuming due to the correlation of the movements between the characters. Capturing the motions of multiple characters is also difficult as it requires a huge amount of post-processing of the data. In this paper, we explain the methods we have proposed to simulate close interactions of characters based on singly captured motions. We propose methods to (1) control characters intelligently to cooperatively / competitively interact with the other characters, and (2) generate movements that include close interactions such as tangling the segments with the others by taking into account the topological relationship of the characters
Original languageEnglish
Title of host publicationMotion in Games
Subtitle of host publicationFirst International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers
EditorsArjan Egges, Arno Kamphuis, Mark Overmars
PublisherSpringer
Pages94-103
Number of pages10
ISBN (Electronic)978-3-540-89220-5
ISBN (Print)978-3-540-89219-9
DOIs
Publication statusPublished - Jun 2008

Publication series

NameLecture Notes in Computer Science
PublisherSpringer Berlin Heidelberg
Name
Volume5277
ISSN (Print)0302-9743

Keywords / Materials (for Non-textual outputs)

  • character animation
  • motion capture
  • crowd simulation

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