Generating responsive life-like biped characters

Research output: Contribution to conferencePaperpeer-review

1 Citation (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
CountryUnited 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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