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- Publisher Website: 10.1007/978-3-642-10347-6_12
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Conference Paper: Real-time character control for wrestling games
Title | Real-time character control for wrestling games |
---|---|
Authors | |
Keywords | Character animation Motion capture |
Issue Date | 2009 |
Publisher | Springer. |
Citation | Second International Workshop on Motion in Games (MIG 2009), Zeist, The Netherlands, 21-24 November 2009. In Motion in Games, 2009, p. 128-137 How to Cite? |
Abstract | This paper proposes a method to simulate the real-time interactions of tangling motions 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. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker's movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods. © Springer-Verlag 2009. |
Persistent Identifier | http://hdl.handle.net/10722/288993 |
ISBN | |
ISSN | 2023 SCImago Journal Rankings: 0.606 |
ISI Accession Number ID | |
Series/Report no. | Lecture Notes in Computer Science ; 5884 |
DC Field | Value | Language |
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dc.contributor.author | Ho, Edmond S.L. | - |
dc.contributor.author | Komura, Taku | - |
dc.date.accessioned | 2020-10-12T08:06:24Z | - |
dc.date.available | 2020-10-12T08:06:24Z | - |
dc.date.issued | 2009 | - |
dc.identifier.citation | Second International Workshop on Motion in Games (MIG 2009), Zeist, The Netherlands, 21-24 November 2009. In Motion in Games, 2009, p. 128-137 | - |
dc.identifier.isbn | 9783642103469 | - |
dc.identifier.issn | 0302-9743 | - |
dc.identifier.uri | http://hdl.handle.net/10722/288993 | - |
dc.description.abstract | This paper proposes a method to simulate the real-time interactions of tangling motions 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. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker's movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods. © Springer-Verlag 2009. | - |
dc.language | eng | - |
dc.publisher | Springer. | - |
dc.relation.ispartof | Motion in Games | - |
dc.relation.ispartofseries | Lecture Notes in Computer Science ; 5884 | - |
dc.subject | Character animation | - |
dc.subject | Motion capture | - |
dc.title | Real-time character control for wrestling games | - |
dc.type | Conference_Paper | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1007/978-3-642-10347-6_12 | - |
dc.identifier.scopus | eid_2-s2.0-78650685523 | - |
dc.identifier.spage | 128 | - |
dc.identifier.epage | 137 | - |
dc.identifier.eissn | 1611-3349 | - |
dc.identifier.isi | WOS:000277818100012 | - |
dc.publisher.place | Berlin | - |
dc.identifier.issnl | 0302-9743 | - |