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 language | English |
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Pages | 32-39 |
Number of pages | 8 |
Publication status | Published - 2012 |
Event | 3rd 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 2012 → 1 Jun 2012 |
Conference
Conference | 3rd Workshop on Procedural Content Generation in Games Organized in Conjunction with the Foundations of Digital Games Conference 2012 |
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Abbreviated title | PCG 2012 |
Country/Territory | United States |
City | Raleigh, NC |
Period | 29/05/12 → 1/06/12 |
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