Skip to main content

Planning Plausible Human Animation with Environment-Aware Motion Sampling

  • Conference paper
Motion in Games (MIG 2011)

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

Included in the following conference series:

  • 1437 Accesses

Abstract

The creation of plausible human animation remains a perennial problem in computer graphics. To construct long animations it is common to stitch together a sequence of motions from a motion database. Typically, this is done in two stages: planning a route and then sampling motions from the database to follow that route. We introduce an environment-aware motion sampling technique that combines the planning and sampling stages. Our observation is that in the traditional approach the route generated in the first stage over-constrains the motion sampling so that it is relatively implausible that a human would follow this animation. We combine the motion sampling and planning and show that we can find shorter and more plausible animations.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Arikan, O., Forsyth, D.A.: Interactive motion generation from examples. ACM Trans. Graph. 21, 483–490 (2002)

    Article  MATH  Google Scholar 

  2. Barraquand, J., Langlois, B., Latombe, J.-C.: Numerical potential field techniques for robot path planning, vol. 2, pp. 1012–1017 (June 1991)

    Google Scholar 

  3. Choi, M.G., Lee, J., Shin, S.Y.: Planning biped locomotion using motion capture data and probabilistic roadmaps. ACM Trans. Graph. 22(2), 182–203 (2003)

    Article  Google Scholar 

  4. Choset, H., Burdick, J.: Sensor-based exploration: The hierarchical generalized voronoi graph (2000)

    Google Scholar 

  5. Kovar, L., Gleicher, M., Pighin, F.: Motion graphs. In: SIGGRAPH 2002: Proceedings of the 29th Annual Conference on Computer Graphics and Interactive Techniques, pp. 473–482. ACM, New York (2002)

    Chapter  Google Scholar 

  6. Lau, M., Kuffner, J.J.: Precomputed search trees: planning for interactive goal-driven animation. In: SCA 2006: Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 299–308. Eurographics Association, Aire-la-Ville (2006)

    Google Scholar 

  7. Lee, J., Chai, J., Reitsma, P.S.A., Hodgins, J.K., Pollard, N.S.: Interactive control of avatars animated with human motion data. ACM Trans. Graph. 21(3), 491–500 (2002)

    Google Scholar 

  8. Lee, Y., Lee, S.J., Popović, Z.: Compact character controllers. ACM Trans. Graph. 28, 169:1–169:8 (2009)

    Google Scholar 

  9. Lo, W.-Y., Zwicker, M.: Real-time planning for parameterized human motion. In: Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2008, pp. 29–38. Eurographics Association, Aire-la-Ville (2008)

    Google Scholar 

  10. Mizuguchi, M., Buchanan, J., Calvert, T.: Data driven motion transitions for interactive games (2001)

    Google Scholar 

  11. Nieuwenhuisen, D., Kamphuis, A., Overmars, M.H.: High quality navigation in computer games. Sci. Comput. Program. 67, 91–104 (2007)

    Article  MathSciNet  Google Scholar 

  12. Reitsma, P.S.A., Pollard, N.S.: Evaluating motion graphs for character animation. ACM Trans. Graph. 26(4), 18 (2007)

    Article  Google Scholar 

  13. Safonova, A., Hodgins, J.K.: Construction and optimal search of interpolated motion graphs. In: SIGGRAPH 2007: ACM SIGGRAPH 2007 Papers, p. 106. ACM, New York (2007)

    Google Scholar 

  14. Treuille, A., Lee, Y., Popović, Z.: Near-optimal character animation with continuous control. ACM Trans. Graph, 26 ( July 2007)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Chen, JR., Steed, A. (2011). Planning Plausible Human Animation with Environment-Aware Motion Sampling. 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_5

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-25090-3_5

  • 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)

Publish with us

Policies and ethics