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State-annotated motion graphs

Published: 05 November 2007 Publication History

Abstract

Motion graphs have gained popularity in recent years as a means for re-using motion capture data by connecting previously unrelated segments of a recorded library. Current techniques for controlling movement of a character via motion graphs have largely focused on path planning which is difficult due to the density of connections found on the graph. We introduce "state-annotated motion graphs," a novel technique which allows high-level control of character behavior by using a dual representation consisting of both a motion graph and a behavior state machine. This special motion graph is generated from labeled data and then bound to a finite state machine with similar labels. At run-time, character behavior is simply controlled by switching states. We show that it is possible to generate rich, controllable motion without the need for deep planning. We demonstrate that, when applied to an interactive fighting testbed, simple state-switching controllers may be coded intuitively to create various effects.

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Cited By

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  • (2018)Style Invariant Locomotion Classification for Character ControlComputer Graphics Forum10.1111/cgf.1359038:1(537-548)Online publication date: 26-Nov-2018
  • (2012)Planning interactive task for intelligent charactersComputer Animation and Virtual Worlds10.1002/cav.147023:6(547-557)Online publication date: 1-Nov-2012
  • (2011)Semi-automatic end-user tools for construction of virtual avatar behaviorsProceedings of the 16th International Conference on 3D Web Technology10.1145/2010425.2010446(121-128)Online publication date: 20-Jun-2011
  • Show More Cited By

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cover image ACM Conferences
VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology
November 2007
259 pages
ISBN:9781595938633
DOI:10.1145/1315184
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 05 November 2007

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Author Tags

  1. behavior control
  2. human animation
  3. motion capture

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

View all
  • (2018)Style Invariant Locomotion Classification for Character ControlComputer Graphics Forum10.1111/cgf.1359038:1(537-548)Online publication date: 26-Nov-2018
  • (2012)Planning interactive task for intelligent charactersComputer Animation and Virtual Worlds10.1002/cav.147023:6(547-557)Online publication date: 1-Nov-2012
  • (2011)Semi-automatic end-user tools for construction of virtual avatar behaviorsProceedings of the 16th International Conference on 3D Web Technology10.1145/2010425.2010446(121-128)Online publication date: 20-Jun-2011
  • (2009)Learning Finite-State Machine Controllers From Motion Capture DataIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2009.20196301:1(63-72)Online publication date: Mar-2009
  • (2008)Interactive Animation of Virtual CharactersProceedings of the 2008 International Conference on Cyberworlds10.1109/CW.2008.33(276-283)Online publication date: 22-Sep-2008

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