Real Time Character Animation: A Trade-off Between Naturalness and Control

H. van Welbergen, B.J.H. van Basten, A. Egges, Zs. Ruttkay, M.H. Overmars

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    Abstract

    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ’natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between their motion naturalness and the amount of control that can be exerted over the motion. We give an overview of these techniques, focusing on the exact trade-offs made. We show how to parameterize, combine (on different body parts) and concatenate motions to gain control. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control.
    Original languageEnglish
    Title of host publicationEurographics - State-of-the-Art-Report 2009
    EditorsMark Pauly, Guenther Greiner
    Place of PublicationMunich
    PublisherEurographics Association
    Pages45-72
    Number of pages28
    Publication statusPublished - 2009
    EventAnnual Eurographics Conference 2009 - Munich, Germany
    Duration: 30 Mar 20093 Apr 2009

    Publication series

    NameEurographics technical report series
    PublisherEurographics Association
    ISSN (Print)1017-4656

    Conference

    ConferenceAnnual Eurographics Conference 2009
    Country/TerritoryGermany
    CityMunich
    Period30/03/093/04/09

    Keywords

    • Real time animation
    • CR-I.3.7
    • Naturalness

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