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Motion patches: building blocks for virtual environments annotated with motion data
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Source ACM Transactions on Graphics (TOG) archive
Volume 25 ,  Issue 3  (July 2006) table of contents
Proceedings of ACM SIGGRAPH 2006
SESSION: Motion capture table of contents
Pages: 898 - 906  
Year of Publication: 2006
ISSN:0730-0301
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Authors
Kang Hoon Lee  Seoul National University
Myung Geol Choi  Seoul National University
Jehee Lee  Seoul National University
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 17,   Downloads (12 Months): 181,   Citation Count: 10
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ABSTRACT

Real time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data has increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a set of building blocks. The building blocks, called motion patches, can be arbitrarily assembled to create novel environments. Each patch is annotated with motion data, which informs what actions are available for animated characters within the block. The versatility and flexibility of our approach are demonstrated through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual 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.

 
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CITED BY  10

Collaborative Colleagues:
Kang Hoon Lee: colleagues
Myung Geol Choi: colleagues
Jehee Lee: colleagues