Abstract
We 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.
Supplemental Material
- Abe, Y., da Silva, M., and Popović, J. 2007. Multiobjective control with frictional contacts. Proc of 2007 ACM SIGGRAPH / Eurographics Symp on Computer Animation, 249--259. Google ScholarDigital Library
- Arikan, O., Forsyth, D. A., and O'Brien, J. F. 2005. Pushing people around. Proc of 2005 ACM SIGGRAPH/Eurographics Symp on Computer Animation, 59--66. Google Scholar
- Gleicher, M., Shin, H. J., Kovar, L., and Jepsen, A. 2003. Snap together motion: Assembling run-time animation. Proc of 2003 Symp on Interactive 3D Graphics, 181 -- 188. Google Scholar
- Helbing, D., Farkas, I., and Vicsek, T. 2000. Simulating dynamical features of escape panic. Nature 407, 487--490.Google ScholarCross Ref
- Kwon, T., Lee, K. H., Lee, J., and Takahashi, S. 2008. Group motion editing. ACM Trans on Graphics 27, 3, 80:1--80:8. Google ScholarDigital Library
- Lau, M., and Kuffner, J. J. 2005. Behavior planning for character animation. Proc of 2005 ACM SIGGRAPH/Eurographics Symp on Computer Animation, 271--280. Google Scholar
- Lee, J., and Lee, K. H. 2004. Precomputing avatar behavior from human motion data. Proc of 2004 ACM SIGGRAPH/Eurographics Symp on Computer Animation, 79--87. Google Scholar
- Lee, K. H., Choi, M. G., and Lee, J. 2006. Motion patches: building blocks for virtual environments annotated with motion data. ACM Trans on Graphics 25, 3, 898--906. Google ScholarDigital Library
- Lee, K. H., Choi, M. G., Hong, Q., and Lee, J. 2007. Group behavior from video: A data-driven approach to crowd simulation. Proc of 2007 ACM SIGGRAPH/Eurographics Symp on Computer Animation, 109 -- 118. Google ScholarDigital Library
- Liu, C. K., Hertzmann, A., and Popović, Z. 2006. Composition of complex optimal multi-character motions. Prof of 2006 ACM SIGGRAPH / Eurographics Symp on Computer Animation, 215--222. Google ScholarDigital Library
- Lo, W.-Y., and Zwicker, M. 2008. Real-time planning for parameterized human motion. Prof of 2008 ACM SIGGRAPH / Eurographics Symp on Computer Animation. Google ScholarDigital Library
- Park, S. I., Kwon, T., Shin, H. J., and Shin, S. Y. 2004. Analysis and synthesis of interactive two-character motions. Technical Note, KAIST, CS/TR-2004-194.Google Scholar
- Reynolds, C. 1987. Flocks, herds, and schools: A distributed behavioral model. Proc of SIGGRAPH 87 21, 25--34. Google Scholar
- Shum, H. P. H., Komura, T., and Yamazaki, S. 2007. Simulating competitive interactions using singly captured motions. Proc of 2007 ACM Virtual Reality Software Technology, 65--72. Google Scholar
- Shum, H. P. H., Komura, T., and Yamazaki, S. 2008. Simulating interactions of avatars in high dimensional state space. Proc of 2008 Symp on Interactive 3D Graphics, 131--138. Google Scholar
- Sung, M., Gleicher, M., and Chenney, S. 2004. Scalable behaviors for crowd simulation. Comp Graph Forum 23, 3, 519--528.Google ScholarCross Ref
- Treuille, A., Cooper, S., and Popović, Z. 2006. Continuum crowds. ACM Trans on Graphics 25, 3, 1160--1168. Google ScholarDigital Library
- Treuille, A., Lee, Y., and Popović, Z. 2007. Near-optimal character animation with continuous control. ACM Trans on Graphics 26, 3, 7:1--7:7. Google ScholarDigital Library
- Zordan, V. B., and Hodgins, J. K. 2002. Motion capture-driven simulations that hit and react. Proc of 2002 ACM SIGGRAPH Symp on Computer Animation, 89--96. Google Scholar
- Zordan, V. B., Majkowska, A., Chiu, B., and Fast, M. 2005. Dynamic response for motion capture animation. ACM Trans on Graphics 24, 3, 697--701. Google ScholarDigital Library
- Zordan, V., Macchietto, A., Medina, J., Soriano, M., Wu, C., Metoyer, R., and Rose, R. 2007. Anticipation from example. Proc of 2007 ACM Virtual Reality Software Technology, 81--84. Google Scholar
Index Terms
- Interaction patches for multi-character animation
Recommendations
Interaction patches for multi-character animation
SIGGRAPH Asia '08: ACM SIGGRAPH Asia 2008 papersWe 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, ...
Synchronized multi-character motion editing
The ability to interactively edit human motion data is essential for character animation. We present a novel motion editing technique that allows the user to manipulate synchronized multiple character motions interactively. Our Laplacian motion editing ...
Synchronized multi-character motion editing
SIGGRAPH '09: ACM SIGGRAPH 2009 papersThe ability to interactively edit human motion data is essential for character animation. We present a novel motion editing technique that allows the user to manipulate synchronized multiple character motions interactively. Our Laplacian motion editing ...
Comments