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Conference Paper: Physically-based character control in low dimensional space
Title | Physically-based character control in low dimensional space |
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Authors | |
Keywords | dynamics simulation Character animation dimensionality reduction controller interpolation |
Issue Date | 2010 |
Publisher | Springer. |
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? |
Abstract | In 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 Identifier | http://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 Field | Value | Language |
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dc.contributor.author | Shum, Hubert P.H. | - |
dc.contributor.author | Komura, Taku | - |
dc.contributor.author | Shiratori, Takaaki | - |
dc.contributor.author | Takagi, Shu | - |
dc.date.accessioned | 2020-10-12T08:06:24Z | - |
dc.date.available | 2020-10-12T08:06:24Z | - |
dc.date.issued | 2010 | - |
dc.identifier.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 | - |
dc.identifier.isbn | 9783642169571 | - |
dc.identifier.issn | 0302-9743 | - |
dc.identifier.uri | http://hdl.handle.net/10722/288992 | - |
dc.description.abstract | In 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.language | eng | - |
dc.publisher | Springer. | - |
dc.relation.ispartof | Motion in Games | - |
dc.relation.ispartofseries | Lecture Notes in Computer Science ; 6459 | - |
dc.subject | dynamics simulation | - |
dc.subject | Character animation | - |
dc.subject | dimensionality reduction | - |
dc.subject | controller interpolation | - |
dc.title | Physically-based character control in low dimensional space | - |
dc.type | Conference_Paper | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1007/978-3-642-16958-8_3 | - |
dc.identifier.scopus | eid_2-s2.0-78649668027 | - |
dc.identifier.spage | 23 | - |
dc.identifier.epage | 34 | - |
dc.identifier.eissn | 1611-3349 | - |
dc.identifier.isi | WOS:000290370600003 | - |
dc.publisher.place | Berlin | - |
dc.identifier.issnl | 0302-9743 | - |