Towards Real-Time Animation Optimisation in VR

Eurographics DL Repository

Show simple item record Henshall, Gareth I. en_US Teahan, William J. en_US Cenydd, Llyr ap en_US
dc.contributor.editor Tao Ruan Wan and Franck Vidal en_US 2017-09-21T07:22:57Z 2017-09-21T07:22:57Z 2017
dc.identifier.isbn 978-3-03868-050-5
dc.description.abstract The advent of high-fidelity Virtual Reality (VR) allows us to experience virtual characters with an ever increasing sense of presence. VR is capable of enhancing the perception of many aspects of virtual characters, including their volume and texture, speed, weight and temperament. The intimate nature of such experiences also requires a greater attention to behavioural realism, player interaction and animation detail. In this paper, we describe our research in developing techniques for optimising complex procedural animation systems for VR. We start by describing a dolphin animation system and how we use crowd-sourcing and genetic algorithms to search the parameter space for realistic behaviour. We then explain some key differences we have found between dolphins optimised using a desktop monitor and ones optimised in VR. Finally, we describe our current work which aims to further enhance the speed and intuitiveness of animation optimisation in VR. en_US
dc.publisher The Eurographics Association en_US
dc.title Towards Real-Time Animation Optimisation in VR en_US
dc.description.seriesinformation Computer Graphics and Visual Computing (CGVC)
dc.description.sectionheaders Computer Graphics Applications
dc.identifier.doi 10.2312/cgvc.20171284
dc.identifier.pages 95-96

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