2010
DOI: 10.1162/pres.19.2.95
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Comparing and Evaluating Real Time Character Engines for Virtual Environments

Abstract: As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the … Show more

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Cited by 62 publications
(39 citation statements)
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“…The skeletal motion data was then mapped so that the Avatar posture matched that of our participant to a good degree. The software used was XVR for the overall virtual reality system (Tecchia, et al, 2010), and HALCA for the character animation (Gillies & Spanlang, 2010).…”
Section: Equipmentmentioning
confidence: 99%
“…The skeletal motion data was then mapped so that the Avatar posture matched that of our participant to a good degree. The software used was XVR for the overall virtual reality system (Tecchia, et al, 2010), and HALCA for the character animation (Gillies & Spanlang, 2010).…”
Section: Equipmentmentioning
confidence: 99%
“…Head tracking was by a 6-DOF Intersense IS-900 device. The virtual environment was programmed in the XVR system (Tecchia et al, 2010) and the virtual character rendered using the HALCA library (Gillies and Spanlang, 2010).…”
Section: Apparatusmentioning
confidence: 99%
“…The software environment was XVR [3], and the virtual character was displayed using a hardware accelerated avatar library [8]. Inverse kinematics was implemented using the hand position data from infrared tracking (12 camera OptiTrack) and the head position data from an Intersense 900.…”
Section: Equipment and Softwarementioning
confidence: 99%