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Decision mechanisms for real-time character animation.

机译:实时角色动画的决策机制。

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摘要

Interactive applications including video games rely on motion-captured or carefully crafted motion clips for real-time character animation. Unfortunately, it is impractical to provide motion data samples for all possible behaviors --- even the simplest example of walking at different speeds require samples for many different speeds. Even if they can carry an increased amount of data, the performance of the application then degrades significantly. Moreover, since the animation mechanism is tightly bound to static data samples, it is very difficult to create realistic responses to unexpected changes in the world. Even with significant advances in research, these fundamental issues have prevented real world applications from creating any realistic virtual characters beyond simplistic and unnatural animation due to performance reasons.;We provide techniques to tackle these issues by enabling motion engine to synthesize animation beyond rigidly defined in motion data samples. We create an efficient near-optimal character controller that can intelligently adopt the input motion data to a dynamically changing environment. We also significantly reduce the data requirement by finding the most effective set of motion data to create the desired behaviors. The controllers can be adapted as basic components in global path planning, and it further reduces the computational burden in the interactive applications. We also introduce motion fields to enable agile and dynamic responses to the abrupt user directive changes or physical interactions.
机译:包括视频游戏在内的交互式应用程序都依赖于动作捕捉或精心制作的动作剪辑来进行实时角色动画。不幸的是,为所有可能的行为提供运动数据样本是不切实际的-即使以不同速度行走的最简单示例也需要许多不同速度的样本。即使它们可以携带更多数量的数据,应用程序的性能也会显着降低。此外,由于动画机制与静态数据样本紧密绑定,因此很难对现实世界的意外变化做出现实的响应。即使在研究方面取得了重大进展,由于性能原因,这些基本问题仍使现实世界的应用程序无法创建任何逼真的虚拟角色,而不仅仅是简单和不自然的动画。;我们提供了技术来解决这些问题,使运动引擎能够合成超出严格定义的动画。运动数据样本。我们创建了一个高效的接近最佳的字符控制器,该控制器可以智能地将输入的运动数据应用于动态变化的环境。我们还通过找到最有效的运动数据集来创建所需的行为,从而大大减少了数据需求。控制器可以用作全局路径规划中的基本组件,并且可以进一步减少交互式应用程序中的计算负担。我们还介绍了运动字段,以实现对突然的用户指令更改或物理交互的敏捷和动态响应。

著录项

  • 作者

    Lee, Yongjoon.;

  • 作者单位

    University of Washington.;

  • 授予单位 University of Washington.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 100 p.
  • 总页数 100
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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