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.
| Original language | English |
|---|---|
| Article number | 114 |
| Pages (from-to) | 1-8 |
| Journal | ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2008 |
| Volume | 27 |
| Issue number | 5 |
| DOIs | |
| Publication status | Published - 2008 |
Fingerprint
Dive into the research topics of 'Interaction patches for multi-character animation'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver