论文标题
为实时角色生成高身运动,通过动态环境发展
Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments
论文作者
论文摘要
动态环境中的实时角色动画需要不论环境的性质,包括植被等非韧性障碍,都需要产生合理的上身运动。我们根据对角色周围环境的预期以及对抗控制器的预期,提出了一个灵活的模型,以适应肌肉刚度和响应时间的量,以更好地处理障碍。我们的解决方案依赖于字符动画的混合方法,该方法将关键帧序列与运动式约束和轻量级物理相结合。角色上限的动态响应利用拮抗控制器,使我们能够在上半身中调节张力/放松,而不会与参考键帧运动不同。一个由程序规则控制的新瞄准镜模型可以通过调整其刚度和反应时间来产生交互的方式进行高级创作。结果表明,我们的实时方法提供了对角色的行为和样式的精确和明确的控制,同时无缝适应了新情况。因此,我们的模型非常适合游戏应用程序。
Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for upper-body interactions, based on the anticipation of the character's surroundings, and on antagonistic controllers to adapt the amount of muscular stiffness and response time to better deal with obstacles. Our solution relies on a hybrid method for character animation that couples a keyframe sequence with kinematic constraints and lightweight physics. The dynamic response of the character's upper-limbs leverages antagonistic controllers, allowing us to tune tension/relaxation in the upper-body without diverging from the reference keyframe motion. A new sight model, controlled by procedural rules, enables high-level authoring of the way the character generates interactions by adapting its stiffness and reaction time. As results show, our real-time method offers precise and explicit control over the character's behavior and style, while seamlessly adapting to new situations. Our model is therefore well suited for gaming applications.