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Conference Paper: Physically-based character control in low dimensional space

TitlePhysically-based character control in low dimensional space
Authors
Keywordsdynamics simulation
Character animation
dimensionality reduction
controller interpolation
Issue Date2010
PublisherSpringer.
Citation
Third International Conference on Motion in Games (MIG 2010), Utrecht, The Netherlands, 14-16 November 2010. In Motion in Games, 2010, p. 23-34 How to Cite?
AbstractIn this paper, we propose a new method to compose physically-based character controllers in low dimensional latent space. Source controllers are created by gradually updating the task parameter such as the external force applied to the body. During the optimization, instead of only saving the optimal controllers, we also keep a large number of non-optimal controllers. These controllers provide knowledge about the stable area in the controller space, and are then used as samples to construct a low dimensional manifold that represents stable controllers. During run-time, we interpolate controllers in the low dimensional space and create stable controllers to cope with the irregular external forces. Our method is best to be applied for real-time applications such as computer games. © 2010 Springer-Verlag Berlin Heidelberg.
Persistent Identifierhttp://hdl.handle.net/10722/288992
ISBN
ISSN
2023 SCImago Journal Rankings: 0.606
ISI Accession Number ID
Series/Report no.Lecture Notes in Computer Science ; 6459

 

DC FieldValueLanguage
dc.contributor.authorShum, Hubert P.H.-
dc.contributor.authorKomura, Taku-
dc.contributor.authorShiratori, Takaaki-
dc.contributor.authorTakagi, Shu-
dc.date.accessioned2020-10-12T08:06:24Z-
dc.date.available2020-10-12T08:06:24Z-
dc.date.issued2010-
dc.identifier.citationThird International Conference on Motion in Games (MIG 2010), Utrecht, The Netherlands, 14-16 November 2010. In Motion in Games, 2010, p. 23-34-
dc.identifier.isbn9783642169571-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://hdl.handle.net/10722/288992-
dc.description.abstractIn this paper, we propose a new method to compose physically-based character controllers in low dimensional latent space. Source controllers are created by gradually updating the task parameter such as the external force applied to the body. During the optimization, instead of only saving the optimal controllers, we also keep a large number of non-optimal controllers. These controllers provide knowledge about the stable area in the controller space, and are then used as samples to construct a low dimensional manifold that represents stable controllers. During run-time, we interpolate controllers in the low dimensional space and create stable controllers to cope with the irregular external forces. Our method is best to be applied for real-time applications such as computer games. © 2010 Springer-Verlag Berlin Heidelberg.-
dc.languageeng-
dc.publisherSpringer.-
dc.relation.ispartofMotion in Games-
dc.relation.ispartofseriesLecture Notes in Computer Science ; 6459-
dc.subjectdynamics simulation-
dc.subjectCharacter animation-
dc.subjectdimensionality reduction-
dc.subjectcontroller interpolation-
dc.titlePhysically-based character control in low dimensional space-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1007/978-3-642-16958-8_3-
dc.identifier.scopuseid_2-s2.0-78649668027-
dc.identifier.spage23-
dc.identifier.epage34-
dc.identifier.eissn1611-3349-
dc.identifier.isiWOS:000290370600003-
dc.publisher.placeBerlin-
dc.identifier.issnl0302-9743-

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