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- Publisher Website: 10.1002/cav.376
- Scopus: eid_2-s2.0-80054915773
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Article: A finite state machine based on topology coordinates for wrestling games
Title | A finite state machine based on topology coordinates for wrestling games |
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Authors | |
Keywords | motion capture character animation interactive games |
Issue Date | 2011 |
Citation | Computer Animation and Virtual Worlds, 2011, v. 22, n. 5, p. 435-443 How to Cite? |
Abstract | This paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players-one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. © 2010 John Wiley & Sons, Ltd. |
Persistent Identifier | http://hdl.handle.net/10722/289006 |
ISSN | 2023 Impact Factor: 0.9 2023 SCImago Journal Rankings: 0.403 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | Ho, Edmond S.L. | - |
dc.contributor.author | Komura, Taku | - |
dc.date.accessioned | 2020-10-12T08:06:26Z | - |
dc.date.available | 2020-10-12T08:06:26Z | - |
dc.date.issued | 2011 | - |
dc.identifier.citation | Computer Animation and Virtual Worlds, 2011, v. 22, n. 5, p. 435-443 | - |
dc.identifier.issn | 1546-4261 | - |
dc.identifier.uri | http://hdl.handle.net/10722/289006 | - |
dc.description.abstract | This paper proposes a new framework to simulate the real-time attack-and-defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players-one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. © 2010 John Wiley & Sons, Ltd. | - |
dc.language | eng | - |
dc.relation.ispartof | Computer Animation and Virtual Worlds | - |
dc.subject | motion capture | - |
dc.subject | character animation | - |
dc.subject | interactive games | - |
dc.title | A finite state machine based on topology coordinates for wrestling games | - |
dc.type | Article | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1002/cav.376 | - |
dc.identifier.scopus | eid_2-s2.0-80054915773 | - |
dc.identifier.volume | 22 | - |
dc.identifier.issue | 5 | - |
dc.identifier.spage | 435 | - |
dc.identifier.epage | 443 | - |
dc.identifier.eissn | 1546-427X | - |
dc.identifier.isi | WOS:000297631000004 | - |
dc.identifier.issnl | 1546-4261 | - |