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Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms

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Motion in Games (MIG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7060))

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Abstract

We present an online algorithm for interactive character animation in realtime. Interactive character animation is to select a sequence of actions that perform well. Each action sequence is evaluated by the sum of discounted costs over a finite horizon. A large number of action sequences are evaluated simultaneously by parallelization of genetic algorithms on GPU. Benefiting from the power of parallel computing on modern GPU, our method produces high quality animations in realtime.

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© 2011 Springer-Verlag Berlin Heidelberg

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Zou, M. (2011). Real-Time Interactive Character Animation by Parallelization of Genetic Algorithms. In: Allbeck, J.M., Faloutsos, P. (eds) Motion in Games. MIG 2011. Lecture Notes in Computer Science, vol 7060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25090-3_22

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  • DOI: https://doi.org/10.1007/978-3-642-25090-3_22

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25089-7

  • Online ISBN: 978-3-642-25090-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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