ACM Home Page
Please provide us with feedback. Feedback
Behavior planning for character animation
Full text PdfPdf (526 KB)
Source Symposium on Computer Animation archive
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Los Angeles, California
SESSION: Motion planning and crowds table of contents
Pages: 271 - 280  
Year of Publication: 2005
ISBN:1-7695-2270-X
Authors
Manfred Lau  Carnegie Mellon University, Pittsburgh, PA
James J. Kuffner  Carnegie Mellon University, Pittsburgh, PA
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 26,   Downloads (12 Months): 272,   Citation Count: 14
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1073368.1073408
What is a DOI?

ABSTRACT

This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors and associated with a behavior finite-state machine (FSM) that defines the movement capabilities of a virtual character. During runtime, motion is generated automatically by a planning algorithm that performs a global search of the FSM and computes a sequence of behaviors for the character to reach a user-designated goal position. Our technique can generate interesting animations using a relatively small amount of data, making it attractive for resource-limited game platforms. It also scales efficiently to large motion databases, because the search performance is primarily dependent on the complexity of the behavior FSM rather than on the amount of data. Heuristic cost functions that the planner uses to evaluate candidate motions provide a flexible framework from which an animator can control character preferences for certain types of behavior. We show results of synthesized animations involving up to one hundred human and animal characters planning simultaneously in both static and dynamic environments.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
 
3
4
5
6
 
7
{FvdPT01} Faloutsos P., Van De Panne M., Terzopoulos D.: The virtual stuntman: dynamic characters with a repertoire of autonomous motor skills. Computers and Graphics 25, 6 (2001), 933--953.
8
9
 
10
 
11
{HNR68} Hart P., Nilsson N., Rafael B.: A formal basis for the heuristic determination of minimum cost paths. IEEE Trans. Sys. Sci. and Cyb. 4 (1968), 100--107.
12
13
14
 
15
{KvdP01} Kalisiak M., Van De Panne M.: A grasp-based motion planning algorithm for character animation. J. Visualization and Computer Animation 12, 3 (2001), 117--129.
 
16
{LaV} LaValle S. M.: Planning Algorithms. Cambridge University Press (also available at http://msl.cs.uiuc.edu/planning/). To be published in 2006.
17
 
18
 
19
{LP02} Liu C. K., Popovic Z.: Animating human athletics. In Proc. ACM SIGGRAPH 2002 (Annual Conference Series) (2002).
 
20
 
21
{MBC01} Mizuguchi M., Buchanan J., Calvert T.: Data driven motion transitions for interactive games. Eurographics 2001 Short Presentations (September 2001).
 
22
23
24
 
25
 
26
 
27
28
 
29
30
 
31
{SYN01} Shiller Z., Yamane K., Nakamura Y.: Planning motion patterns of human figures using a multi-layered grid and the dynamics filter. In Proceedings of the IEEE International Conference on Robotics and Automation (2001), pp. 1--8.
 
32
33
34

CITED BY  14

Collaborative Colleagues:
Manfred Lau: colleagues
James J. Kuffner: colleagues