Generating responsive life-like biped characters

Ben Kenwright*

*Corresponding author for this work

Research output: Contribution to conferencePaperpeer-review

2 Citations (Scopus)

Abstract

In this paper, we present a real-time method for generating 3D biped character motions that are dynamic and responsive but also believably life-like and natural. Our model uses a physics-based controller to generate intelligent foot placement and upper-body postural information, that we combine with random human-like movements and an inverse kinematic solver to generate realistic character animations. The key idea is modulating procedurally random rhythmic motions seamlessly in with a physics-based model to produce less robot-like static looking characters and more life-like dynamic ones. Moreover, our method is straightforward, computationally fast and produces remarkably expressive motions that are physically accurate while being interactive.

Original languageEnglish
Pages32-39
Number of pages8
Publication statusPublished - 2012
Event3rd Workshop on Procedural Content Generation in Games Organized in Conjunction with the Foundations of Digital Games Conference 2012 - Raleigh, NC, United States
Duration: 29 May 20121 Jun 2012

Conference

Conference3rd Workshop on Procedural Content Generation in Games Organized in Conjunction with the Foundations of Digital Games Conference 2012
Abbreviated titlePCG 2012
Country/TerritoryUnited States
CityRaleigh, NC
Period29/05/121/06/12

Keywords

  • 3D
  • Balancing
  • Character
  • Games
  • Natural
  • Non-repetitive
  • Physics-based
  • Procedural animation
  • Real-time
  • Responsive

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

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