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Article: Simulating multiple character interactions with collaborative and adversarial goals

TitleSimulating multiple character interactions with collaborative and adversarial goals
Authors
KeywordsCharacter animation
Character interaction
Issue Date2012
Citation
IEEE Transactions on Visualization and Computer Graphics, 2012, v. 18, n. 5, p. 741-752 How to Cite?
AbstractThis paper proposes a new methodology for synthesizing animations of multiple characters, allowing them to intelligently compete with one another in dense environments, while still satisfying requirements set by an animator. To achieve these two conflicting objectives simultaneously, our method separately evaluates the competition and collaboration of the interactions, integrating the scores to select an action that maximizes both criteria. We extend the idea of min-max search, normally used for strategic games such as chess. Using our method, animators can efficiently produce scenes of dense character interactions such as those in collective sports or martial arts. The method is especially effective for producing animations along story lines, where the characters must follow multiple objectives, while still accommodating geometric and kinematic constraints from the environment. © 2006 IEEE.
Persistent Identifierhttp://hdl.handle.net/10722/289008
ISSN
2021 Impact Factor: 5.226
2020 SCImago Journal Rankings: 1.005
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorShum, Hubert P.H.-
dc.contributor.authorKomura, Taku-
dc.contributor.authorYamazaki, Shuntaro-
dc.date.accessioned2020-10-12T08:06:26Z-
dc.date.available2020-10-12T08:06:26Z-
dc.date.issued2012-
dc.identifier.citationIEEE Transactions on Visualization and Computer Graphics, 2012, v. 18, n. 5, p. 741-752-
dc.identifier.issn1077-2626-
dc.identifier.urihttp://hdl.handle.net/10722/289008-
dc.description.abstractThis paper proposes a new methodology for synthesizing animations of multiple characters, allowing them to intelligently compete with one another in dense environments, while still satisfying requirements set by an animator. To achieve these two conflicting objectives simultaneously, our method separately evaluates the competition and collaboration of the interactions, integrating the scores to select an action that maximizes both criteria. We extend the idea of min-max search, normally used for strategic games such as chess. Using our method, animators can efficiently produce scenes of dense character interactions such as those in collective sports or martial arts. The method is especially effective for producing animations along story lines, where the characters must follow multiple objectives, while still accommodating geometric and kinematic constraints from the environment. © 2006 IEEE.-
dc.languageeng-
dc.relation.ispartofIEEE Transactions on Visualization and Computer Graphics-
dc.subjectCharacter animation-
dc.subjectCharacter interaction-
dc.titleSimulating multiple character interactions with collaborative and adversarial goals-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1109/TVCG.2010.257-
dc.identifier.scopuseid_2-s2.0-84858997817-
dc.identifier.volume18-
dc.identifier.issue5-
dc.identifier.spage741-
dc.identifier.epage752-
dc.identifier.isiWOS:000301234200008-
dc.identifier.issnl1077-2626-

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