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Interactive control of avatars animated with human motion data

Published:01 July 2002Publication History

ABSTRACT

Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.

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        cover image ACM Conferences
        SIGGRAPH '02: Proceedings of the 29th annual conference on Computer graphics and interactive techniques
        July 2002
        574 pages
        ISBN:1581135211
        DOI:10.1145/566570

        Copyright © 2002 ACM

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        • Published: 1 July 2002

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        SIGGRAPH '02 Paper Acceptance Rate67of358submissions,19%Overall Acceptance Rate1,822of8,601submissions,21%

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