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Motion adaptation based on character shape
Author(s) -
Lyard Etienne,
MagnenatThalmann Nadia
Publication year - 2008
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.233
Subject(s) - computer science , crowds , character animation , character (mathematics) , animation , crowd simulation , computer graphics (images) , adaptation (eye) , motion (physics) , interpolation (computer graphics) , motion capture , virtual reality , artificial intelligence , computer animation , computer vision , physics , computer security , geometry , mathematics , optics
Abstract With the increasing performances of the graphics hardware, virtual reality applications are reaching a new level of realism. It is now possible to animate entire crowds of virtual avatars, or to display in real‐time highly realistic deformable characters. This new type of applications requires that characters are deformed, either to generate a large number of individuals for creating a crowd, or to match a particular shape. To make the animation fit to the animated character and to prevent self‐collisions, adapting the motion is mandatory. Unlike previous approaches which relied on skeletal models, this paper presents a method considering the actual shape of the character's body to perform the adaptation. Our approach uses spacetime optimization to remove the self‐penetration, and finally re‐establishes the balance of the motion. We also introduce an interpolation scheme based on radial basis functions that can blend pre‐calculated adaptations, and thus achieve real‐time performances. Copyright © 2008 John Wiley & Sons, Ltd.