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Achieving good connectivity in motion graphs

Published: 07 July 2008 Publication History

Abstract

Motion graphs provide users with a simple yet powerful way to synthesize human motions. While motion graph-based synthesis has been widely successful, the quality of the generated motion depends largely on the connectivity of the graph and the quality of transitions in it. However, achieving both of these criteria simultaneously in motion graphs is difficult. Good connectivity requires transitions between less similar poses, while good motion quality results only when transitions happen between very similar poses. This paper introduces a new method for building motion graphs. The method first builds a set of interpolated motion clips, which contain many more similar poses than the original dataset. Using this set, the method then constructs a motion graph and reduces its size by minimizing the number of interpolated poses present in the graph. The outcome of the algorithm is a motion graph called a well-connected motion graph with very good connectivity and only smooth transitions. Our experimental results show that well-connected motion graphs outperform standard motion graphs across a number of measures, result in very good motion quality, allow for high responsiveness when used for interactive control, and even do not require post-processing of the synthesized motions.

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cover image ACM Conferences
SCA '08: Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
July 2008
230 pages
ISBN:9783905674101

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Eurographics Association

Goslar, Germany

Publication History

Published: 07 July 2008

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SCA '08 Paper Acceptance Rate 24 of 60 submissions, 40%;
Overall Acceptance Rate 183 of 487 submissions, 38%

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Cited By

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  • (2016)Full-body behavioral path planning in cluttered environmentsProceedings of the 9th International Conference on Motion in Games10.1145/2994258.2994281(107-112)Online publication date: 10-Oct-2016
  • (2015)Multi-modal data-driven motion planning and synthesisProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822044(119-124)Online publication date: 16-Nov-2015
  • (2014)Trade-offs between responsiveness and naturalness for player charactersProceedings of the 7th International Conference on Motion in Games10.1145/2668064.2668087(61-70)Online publication date: 6-Nov-2014
  • (2014)Motion fields for interactive character locomotionCommunications of the ACM10.1145/260275857:6(101-108)Online publication date: 1-Jun-2014
  • (2014)Path planning directed motion control of virtual humans in complex environmentsJournal of Visual Languages and Computing10.1016/j.jvlc.2014.10.01125:6(772-781)Online publication date: 1-Dec-2014
  • (2012)Learning motion controllers with adaptive depth perceptionProceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.5555/2422356.2422378(145-154)Online publication date: 29-Jul-2012
  • (2012)Precomputed motion maps for unstructured motion captureProceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.5555/2422356.2422376(127-136)Online publication date: 29-Jul-2012
  • (2012)Learning motion controllers with adaptive depth perceptionProceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation10.5555/2421731.2421753(145-154)Online publication date: 29-Jul-2012
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