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Interaction patches for multi-character animation
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Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH Asia 2008 papers table of contents
Singapore
SESSION: Character animation I table of contents
Article No. 114  
Year of Publication: 2008
ISSN:0730-0301
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Authors
Hubert P. H. Shum  University of Edinburgh
Taku Komura  University of Edinburgh
Masashi Shiraishi  Waseda University
Shuntaro Yamazaki  National Institute of Advanced, Industrial Science and Technology
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

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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.
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Sung, M., Gleicher, M., and Chenney, S. 2004. Scalable behaviors for crowd simulation. Comp Graph Forum 23, 3, 519--528.
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Collaborative Colleagues:
Hubert P. H. Shum: colleagues
Taku Komura: colleagues
Masashi Shiraishi: colleagues
Shuntaro Yamazaki: colleagues