SCA 06: Eurographics/SIGGRAPH Symposium on Computer Animation
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Browsing SCA 06: Eurographics/SIGGRAPH Symposium on Computer Animation by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism:Animation"
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Item MotionMaster: Authoring and Choreographing Kung-fu Motions by Sketch Drawings(The Eurographics Association, 2006) Li, Qilei L.; Geng, Weidong D.; Yu, Tao; Shen, Xiao Jie; Lau, Newman; Yu, Gino; Marie-Paule Cani and James O'BrienSketch-drawings is an intuitive and comprehensive means of conveying movement ideas in character animation. We proposed a novel sketch-based approach to assisting the authoring and choreographing of Kungfu motions at the early stage of animation creation. Given two human figure sketches corresponding to the initial and closing posture of a Kungfu form, and the trajectory drawings on specific moving joints, MotionMaster can directly rapidprototype the realistic 3D motion sequence by sketch-based motion retrieval and refinement based on a motion database. The animators can then preview and evaluate the recovered motion sequence from any viewing angles. After the 3D motion sequence has been associated with the 2D sketch drawing, the animator can also interactively and iteratively make changes on the 2D sketch drawing, and the system will automatically transfer the 2D changes to the 3D motion data of current interests. It greatly helps the animator focus on the movement idea development during the evolutionary process of building motion data for articulated characters.Item Precomputed Search Trees: Planning for Interactive Goal-Driven Animation(The Eurographics Association, 2006) Lau, Manfred; Kuffner, James J.; Marie-Paule Cani and James O'BrienWe present a novel approach for interactively synthesizing motions for characters navigating in complex environments. We focus on the runtime efficiency for motion generation, thereby enabling the interactive animation of a large number of characters simultaneously. The key idea is to precompute search trees of motion clips that can be applied to arbitrary environments. Given a navigation goal relative to a current body position, the best available solution paths and motion sequences can be efficiently extracted during runtime through a series of table lookups. For distant start and goal positions, we first use a fast coarse-level planner to generate a rough path of intermediate sub-goals to guide each iteration of the runtime lookup phase. We demonstrate the efficiency of our technique across a range of examples in an interactive application with multiple autonomous characters navigating in dynamic environments. Each character responds in real-time to arbitrary user changes to the environment obstacles or navigation goals. The runtime phase is more than two orders of magnitude faster than existing planning methods or traditional motion synthesis techniques. Our technique is not only useful for autonomous motion generation in games, virtual reality, and interactive simulations, but also for animating massive crowds of characters offline for special effects in movies.