The creation of plausible human animation remains a perennial problem in computer graphics. To construct long animations it is common to stitch together a sequence of motions from a motion database. Typically, this is done in two stages: planning a route and then sampling motions from the database to follow that route. We introduce an environment-aware motion sampling technique that combines the planning and sampling stages. Our observation is that in the traditional approach the route generated in the first stage over-constrains the motion sampling so that it is relatively implausible that a human would follow this animation. We combine the motion sampling and planning and show that we can find shorter and more plausible animations.
Publication
- Je-Ren Chen and Anthony Steed. 2011. Planning Plausible Human Animation with Environment-aware Motion Sampling. In Proceedings of the Fourth international conference on Motion in games (MIG’11), Jan M. Allbeck and Petros Faloutsos (Eds.). Springer-Verlag, Berlin, Heidelberg, 51-62.
Motion Dataset
The motion capture data used in the experiments in this research is obtained from the CMU Motion Capture Database. They are re-sampled to 30 frames-per-second. Here is the complete list:
Subject_Trial | Frames | Motion Description |
---|---|---|
16_11 | 134 | Walk, veer left |
16_12 | 111 | Walk, veer left |
16_13 | 111 | Walk, veer right |
16_14 | 119 | Walk, veer right |
16_18 | 130 | Walk, 90-degree left turn |
16_19 | 103 | Walk, 90-degree right turn |
16_31 | 106 | Walk (from stop) |
16_34 | 87 | Slow walk, stop |
16_47 | 104 | Walk (in a straight line) |
16_58 | 86 | Walk (in a straight line) |
Total | 1091 |
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