Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology 2007
DOI: 10.1145/1315184.1315194
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Simulating competitive interactions using singly captured motions

Abstract: It is difficult to create scenes where multiple avatars are fighting / competing with each other. Manually creating the motions of avatars is time consuming due to the correlation of the movements between the avatars. Capturing the motions of multiple avatars is also difficult as it requires a huge amount of post-processing. In this paper, we propose a new method to generate a realistic scene of avatars densely interacting in a competitive environment. The motions of the avatars are considered to be captured i… Show more

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Cited by 30 publications
(40 citation statements)
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“…Shum et al simulate the interaction of two boxing characters, based on motion capture data [8]. Shum et al developed this further in 2008 by simulating many characters with a model called interaction patch, which was used with min-max search techniques to generate a series of motions innon-player characters.…”
Section: B Fight Simulationmentioning
confidence: 99%
See 1 more Smart Citation
“…Shum et al simulate the interaction of two boxing characters, based on motion capture data [8]. Shum et al developed this further in 2008 by simulating many characters with a model called interaction patch, which was used with min-max search techniques to generate a series of motions innon-player characters.…”
Section: B Fight Simulationmentioning
confidence: 99%
“…In simulation by Shum et al [7], it seems that characters only attack or avoid attacks automatically. This is limited to generating scenes where multiple characters continuously interact and require enemies to be defeated after interaction [8]. As such, NPCs will only switch their targets if the opponent being fought is defeated.…”
Section: Introductionmentioning
confidence: 99%
“…Treuille et al [2007] also used reinforcement learning to simulate pedestrians avoiding each other. Shum et al [2007] proposed a method to compute the optimal action in a competitive environment by using minmax search. They also proposed a real-time approach based on an automatically produced finite state machine [Shum et al 2008].…”
Section: Synthesizing and Controlling Close Interaction For Computer mentioning
confidence: 99%
“…They also have problems simulating stylized interactions as the objective functions are designed for each character just to compete well. Game tree expansion [Shum et al 2007] is an effective method to synthesize realistic interactions among characters. This method is similar to the way that computer-based chess players select their moves.…”
Section: Related Workmentioning
confidence: 99%
“…It is composed of five steps: (1) Capture the motion of a single person using a motion capture system. (2) Create the action-level motion graph [Shum et al 2007], in which the actions are all annotated.…”
Section: Our Approachmentioning
confidence: 99%