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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
CMU Graphics Lab Motion Capture Database (2011), http://mocap.cs.cmu.edu
Arikan, O., Forsyth, D.A.: Interactive motion generation from examples. ACM Transactions on Graphics 21(3), 483–490 (2002)
Heck, R., Gleicher, M.: Parametric motion graphs, p. 136. ACM (2007)
Kovar, L., Gleicher, M.: Flexible automatic motion blending with registration curves, p. 224. Eurographics Association (2003)
Lau, M., Kuffner, J.J.: Precomputed search trees: Planning for interactive goal-driven animation. pp. 299–308. Eurographics Association (2006)
Lee, J., Lee, K.H.: Precomputing avatar behavior from human motion data, pp. 79–87. Eurographics Association (2004)
Lee, J., Chai, J., Reitsma, P.S.A.: Interactive control of avatars animated with human motion data. ACM Transactions on Graphics 21(3), 491–500 (2002)
Leslie Ikemoto, O.A., Forsyth, D.: Learning to move autonomously in a hostile world, p. 46. ACM (2005)
Leslie Ikemoto, O.A., Forsyth, D.: Quick transitions with cached multi-way blends, p. 151. ACM (2007)
Lo, W.Y., Zwicker, M.: Real-time planning for parameterized human motion, pp. 29–38. Eurographics Association (2008)
Lucas Kovar, M.G., Pighin, F.: Motion graphs (2002)
McCann, J., Pollard, N.: Responsive characters from motion fragments, p. 6. ACM (2007)
Gleicher, M., Shin, H.J., Kovar, L., Jepsen, A.: Snap-together motion: assembling run-time animations, pp. 181–188. ACM (2003)
Ngo, J.T., Marks, J.: Spacetime constraints revisited (1993)
NVIDIA: Cuda (2011)
Ramnik Arora, R.T., Deb, K.: Parallelization of binary and real-coded genetic algorithms on gpu using cuda, pp. 1–8. IEEE (2010)
Safonova, A., Hodgins, J.K.: Construction and optimal search of interpolated motion graphs, p. 106. ACM (2007)
Sanders, J., Kandrot, E.: CUDA by example: an introduction to general-purpose GPU programming (2010)
Shin, H.J., Oh, H.S.: Fat graphs: constructing an interactive character with continuous controls, p. 298. Eurographics Association (2006)
Sims, K.: Evolving virtual creatures (1994)
Treuille, A., Lee, Y., Popović, Z.: Near-optimal character animation with continuous control, p. 7. ACM (2007)
Yongjoon Lee, S.J.L., Popović, Z.: Compact character controllers. ACM Transactions on Graphics (TOG) 28(5), 1–8 (2009)
Zhao, L., Safonova, A.: Achieving good connectivity in motion graphs, pp. 127–136. Eurographics Association (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
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
Download citation
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)