[MP1] Manfred Lau, James Kuffner, Behavior Planning for Character Animation, In SCA - PowerPoint PPT Presentation

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[MP1] Manfred Lau, James Kuffner, Behavior Planning for Character Animation, In SCA

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... find a sequence of behaviors to move from the start to ... How to construct a behavior FSM. How to model an environment. How to find a behavior sequence ... – PowerPoint PPT presentation

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Title: [MP1] Manfred Lau, James Kuffner, Behavior Planning for Character Animation, In SCA


1
  • MP1 Manfred Lau, James Kuffner, Behavior
    Planning for Character Animation, In SCA 05
    Proceedings of the 2005 ACM SIGGRAPH/Eurographics
    Symposium on Computer Animation, 271-280.
  • MP2 James Davis, Maneesh Agrawala, Erika
    Chuang, Zoran Popovic, David Salesin, A Sketching
    Interface for Articulated Figure Animation, In
    SCA 03 Proceedings of the 2003 ACM
    SIGGRAPH/Eurographics Symposium on Computer
    Animation, 320-328.
  • MP3 Paul Reitsma, Nancy Pollard, Evaluating
    Motion Graphs for Character Navigation, In SCA
    04 Proceedings of the 2004 ACM
    SIGGRAPH/Eurographics Symposium on Computer
    Animation, 89-98.
  • MP4 Katsu Yamane, James Kuffner, Jessica
    Hodgins, Synthesizing Animations of Human
    Manipulation Tasks, ACM Transactions on Graphics
    (SIGGRAPH 2004) 23, 3, 532-539.
  • MP5 Kang Hoon Lee, Myeong Geol Choi, Jehee
    Lee, Motion Patches Building Blocks for Virtual
    Environments Annotated With Motion Data, ACM
    Transactions on Graphics (SIGGRAPH 2006) 25, 3,
    898-906.

2
Motion PlanningManfred Lau and James
KuffnerBehavior Planning for Character
AnimationProceedings of the 2005 ACM
SIGGRAPH/EUROGRAPHICS Symposium on Computer
Animation, 271-280
  • November 21, 2006
  • Sung Yong Shin
  • Computer Science Dept.

3
  • Behavior Planning for Character Animation

Automatically generating realistic motions
for animated characters Quick preview Rapid
prototyping Somewhat Conflicting !!!
High-level abstraction of captured motion
A search or derivatives
Behavior FSM - states - transition Environmen
ts
Abstract high-level behaviors Global planning
4
  • Given the initial and final pose configurations
    of a character together with a behavior FSM and
    an environment, find a sequence of behaviors to
    move from the start to the goal
  • How to construct a behavior FSM
  • How to model an environment
  • How to find a behavior sequence

5
  • FSM Construction
  • Manual segmentation and classification
  • Grouping actions of similar characteristics
  • - logical structure
  • - costs, e.g. moving time, speed, directions

6
  • Environment modeling
  • Height maps
  • Obstacles
  • Annotations

7
  • Behavior planner
  • Asearch and derivatives
  • FSMEnvironment

8
  • Conclusion
  • Global motion planning
  • On-line applications
  • Dynamic environment
  • Multiple characters

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