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Conference Paper: Interaction patches for multi-character animation

TitleInteraction patches for multi-character animation
Authors
KeywordsCharacter animation
Crowd simulation
Human motion
Issue Date2008
Citation
2008 ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference in Asia (ACM SIGGRAPH Asia 2008), Singapore, 10-13 December 2008. In ACM Transactions on Graphics, 2008, v. 27, n. 5, article no. 114 How to Cite?
AbstractWe propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game tree, and these are stored as data structures called interaction patches. Then, during run-time, the system spatio-temporally concatenates the interaction patches to create scenes where a large number of characters closely interact with one another. Using our method, it is possible to automatically or interactively produce animations of crowds interacting with each other in a stylized way. The method can be used for a variety of applications including TV programs, advertisements and movies. © 2008 ACM.
Persistent Identifierhttp://hdl.handle.net/10722/289019
ISSN
2023 Impact Factor: 7.8
2023 SCImago Journal Rankings: 7.766
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorShum, Hubert P.H.-
dc.contributor.authorKomura, Taku-
dc.contributor.authorShiraishi, Masashi-
dc.contributor.authorYamazaki, Shuntaro-
dc.date.accessioned2020-10-12T08:06:28Z-
dc.date.available2020-10-12T08:06:28Z-
dc.date.issued2008-
dc.identifier.citation2008 ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference in Asia (ACM SIGGRAPH Asia 2008), Singapore, 10-13 December 2008. In ACM Transactions on Graphics, 2008, v. 27, n. 5, article no. 114-
dc.identifier.issn0730-0301-
dc.identifier.urihttp://hdl.handle.net/10722/289019-
dc.description.abstractWe propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game tree, and these are stored as data structures called interaction patches. Then, during run-time, the system spatio-temporally concatenates the interaction patches to create scenes where a large number of characters closely interact with one another. Using our method, it is possible to automatically or interactively produce animations of crowds interacting with each other in a stylized way. The method can be used for a variety of applications including TV programs, advertisements and movies. © 2008 ACM.-
dc.languageeng-
dc.relation.ispartofACM Transactions on Graphics-
dc.subjectCharacter animation-
dc.subjectCrowd simulation-
dc.subjectHuman motion-
dc.titleInteraction patches for multi-character animation-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1145/1409060.1409067-
dc.identifier.scopuseid_2-s2.0-57749199716-
dc.identifier.volume27-
dc.identifier.issue5-
dc.identifier.spagearticle no. 114-
dc.identifier.epagearticle no. 114-
dc.identifier.isiWOS:000266986100008-
dc.identifier.issnl0730-0301-

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