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Proceedings of the 7th International Conference on Motion in Games最新文献

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Agent script generation using descriptive text documents 使用描述性文本文档生成代理脚本
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2677076
J. Balint, Y. Gingold, J. Allbeck
When designing games, artists exert large efforts to create visually compelling scenes. Work such as WordsEye [Coyne and Sproat 2001] can assist artists by parsing natural language texts into static scenes. Complementary to this endeavour is the population of that environment by simulation authors. Adding agents to an environment with plausible behaviors is a time consuming process, as most require individual scripts to control their behavior. This generally degrades variability, as scripts are re-used. In order to assist in creating commands and scenes for virtual actors, we propose a method that can create scripts for agents to plausibly act within a virtual environment. This work is inspired by [Ma 2006], which provides an action to a virtual agent from a single sentence. However, our method works for several agents over longer periods of time.
在设计游戏时,美术人员会付出很大的努力去创造视觉上引人注目的场景。像WordsEye [Coyne and spproat 2001]这样的工作可以通过将自然语言文本解析为静态场景来帮助艺术家。与这种努力相辅相成的是模拟作者对该环境的填充。向具有合理行为的环境中添加代理是一个耗时的过程,因为大多数代理都需要单独的脚本来控制它们的行为。这通常会降低可变性,因为脚本会被重用。为了帮助为虚拟演员创建命令和场景,我们提出了一种方法,可以为代理创建脚本,使其在虚拟环境中合理地行动。这项工作受到[Ma 2006]的启发,它从一个句子中向虚拟代理提供一个动作。然而,我们的方法在较长时间内适用于多个代理。
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引用次数: 0
Optimization-based computation of locomotion trajectories for crowd patches 基于优化的人群斑块运动轨迹计算
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2668094
Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, J. Pettré
Over the past few years, simulating crowds in virtual environments has become an important tool to give life to virtual scenes; be it movies, games, training applications, etc. An important part of crowd simulation is the way that people move from one place to another. This paper concentrates on improving the crowd patches approach proposed by Yersin et al. [Yersin et al. 2009] that aims on efficiently animating ambient crowds in a scene. This method is based on the construction of animation blocks (called patches) concatenated together under some constraints to create larger and richer animations with limited run-time cost. Specifically, an optimization based approach to generate smooth collision free trajectories for crowd patches is proposed. The contributions of this work to the crowd patches framework are threefold; firstly a method to match the end points of trajectories based on the Gale-Shapley algorithm [Gale and Shapley 1962] is proposed that takes into account preferred velocities and space coverage, secondly an improved algorithm for collision avoidance is proposed that gives natural appearance to trajectories and finally a cubic spline approach is used to smooth out generated trajectories. We demonstrate several examples of patches and how they were improved by the proposed method, some limitations and directions for future improvements.
在过去的几年里,模拟虚拟环境中的人群已经成为赋予虚拟场景生命的重要工具;无论是电影、游戏、培训应用程序等等。人群模拟的一个重要部分是人们从一个地方移动到另一个地方的方式。本文专注于改进Yersin等人提出的人群补丁方法[Yersin et al. 2009],该方法旨在有效地使场景中的环境人群动画化。这种方法是基于动画块(称为patch)的构建,在一定的约束下连接在一起,以有限的运行时间成本创建更大更丰富的动画。具体而言,提出了一种基于优化的方法来生成人群补丁的光滑无碰撞轨迹。这项工作对人群补丁框架的贡献有三个方面;首先提出了一种基于Gale-Shapley算法[Gale and Shapley 1962]的匹配轨迹端点的方法,该方法考虑了首选速度和空间覆盖,其次提出了一种改进的避撞算法,该算法使轨迹具有自然外观,最后使用三次样条方法对生成的轨迹进行平滑处理。我们展示了几个补丁的例子,以及如何通过所提出的方法改进它们,一些限制和未来改进的方向。
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引用次数: 6
Acting the part: the role of gesture on avatar identity 扮演角色:手势对化身身份的作用
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2668102
Andrew W. Feng, Gale M. Lucas, S. Marsella, Evan A. Suma, C. Chiu, D. Casas, Ari Shapiro
Recent advances in scanning technology have enabled the widespread capture of 3D character models based on human subjects. However, in order to generate a recognizable 3D avatar, the movement and behavior of the human subject should be captured and replicated as well. We present a method of generating a 3D model from a scan, as well as a method to incorporate a subjects style of gesturing into a 3D character. We present a study which shows that 3D characters that used the gestural style as their original human subjects were more recognizable as the original subject than those that don't.
扫描技术的最新进展使基于人体主体的3D角色模型的广泛捕获成为可能。然而,为了生成一个可识别的3D化身,人类主体的运动和行为也应该被捕获和复制。我们提出了一种从扫描生成3D模型的方法,以及一种将受试者的手势风格纳入3D角色的方法。我们提出的一项研究表明,使用手势风格作为原始人类主体的3D角色比不使用手势风格的3D角色更容易被识别。
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引用次数: 10
Computing shortest path maps with GPU shaders 使用GPU着色器计算最短路径映射
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2668092
C. Camporesi, Marcelo Kallmann
We present in this paper a new GPU-based approach to compute Shortest Path Maps (SPMs) from a source point in a polygonal domain. Our method takes advantage of GPU polygon rasterization with shader programming. After encoding the SPM in the frame buffer, globally shortest paths are efficiently computed in time proportional to the number of vertices in the path, and length queries are computed in constant time. We have evaluated our method in multiple environments and our results show a significant speedup in comparison to previous approaches.
本文提出了一种基于gpu的多边形域源点最短路径映射(SPMs)计算方法。我们的方法利用了GPU多边形光栅化和着色器编程的优势。在帧缓冲区中编码SPM后,根据路径中顶点数的比例计算全局最短路径,并在常数时间内计算长度查询。我们已经在多种环境中评估了我们的方法,我们的结果表明,与以前的方法相比,我们的方法有了显著的加速。
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引用次数: 10
Computing high-quality paths in weighted regions 在加权区域中计算高质量路径
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2668097
N. Jaklin, M. Tibboel, Roland Geraerts
The Weighted Region Problem is defined as the problem of finding a cost-optimal path in a weighted planar polygonal subdivision. Searching for paths on a grid representation of the scene is fast and easy to implement. However, grid representations do not capture the exact geometry of the scene. Hence, grid paths can be inaccurate or might not even exist at all. Methods that work on an exact representation of the scene can approximate an optimal path up to an arbitrarily small ε-error. However, these methods are computationally inefficient and thus not well-suited for real-time applications. In this paper, we analyze the quality of optimal paths on a 8-neighbor-grid. We prove that the costs of such a path in a scene with weighted regions can be arbitrarily high in the general case. If all regions are aligned with the grid, we prove that the costs are at most (4+[EQUATION]) times the costs of an optimal path. In addition, we present a new hybrid method called Vertex-based Pruning (VBP). VBP computes paths that are ε-optimal inside a pruned subset of the scene. Experiments show that VBP paths can be computed at interactive rates, and are thus well-suited as an input for advanced path-following strategies in robotics, crowd simulation or gaming applications.
加权区域问题被定义为在一个加权平面多边形细分中寻找成本最优路径的问题。在场景的网格表示上搜索路径是快速且容易实现的。然而,网格表示并不能捕捉到场景的精确几何形状。因此,网格路径可能不准确,甚至可能根本不存在。对场景进行精确表示的方法可以近似出一条最优路径,直到任意小的ε-误差。然而,这些方法计算效率低下,因此不适合实时应用。在本文中,我们分析了一个8邻格上最优路径的质量。我们证明了在一般情况下,在带有加权区域的场景中,这种路径的代价可以任意高。如果所有区域都与网格对齐,我们证明了成本最多是最优路径成本的(4+[等式])倍。此外,我们还提出了一种新的基于顶点的剪枝方法(VBP)。VBP计算在场景的修剪子集内的ε-最优路径。实验表明,VBP路径可以以交互速率计算,因此非常适合作为机器人、人群模拟或游戏应用中高级路径跟踪策略的输入。
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引用次数: 9
How do stylistic motions differ numerically from neutral ones? 文体运动与中性运动在数字上有何不同?
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2677080
Aline Normoyle, N. Badler
Viewers effortlessly decouple action from style for human motion. Regardless of whether style refers to the subtle differences between individuals (John Wayne's walk versus Charlie Chaplin's walk) or to the manner in which the same action is expressed (such as a sad walk versus a nervous walk), the core intent of an action is readily recognizable.
观众毫不费力地将动作与人体运动的风格分离开来。不管风格是指个体之间的细微差异(约翰·韦恩的走路方式和查理·卓别林的走路方式),还是指同一动作的表达方式(比如悲伤的走路方式和紧张的走路方式),动作的核心意图是很容易辨认的。
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引用次数: 0
Physics based virtual cutting using j-integral method for gaming applications 基于物理的基于j积分方法的虚拟切割游戏应用
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2677078
P. Shrivastava, Sukhendu Das
Powerful graphic cards have enabled the game engine developers to add deformable assets. Many games require the players to cut/chop/slash game assets. To render interaction of deformable assets with sharp weapons they use pre-defined fracture patterns. These pre-defined fracture patterns are used to break/cut objects and the use of physics is limited due to computational costs of the virtual cutting process. In this work, we present a low cost solution for performing physics based virtual cutting on deformable assets. Our aim is to provide a highly tunable physics based virtual cutting algorithm on GPU to meet the varying needs of a game engine.
强大的图形卡使游戏引擎开发人员能够添加可变形的资产。许多游戏要求玩家削减游戏资产。为了呈现可变形资产与锋利武器的交互作用,他们使用了预定义的断裂模式。这些预先定义的裂缝模式用于破坏/切割物体,由于虚拟切割过程的计算成本,物理的使用受到限制。在这项工作中,我们提出了一种低成本的解决方案,用于在可变形资产上执行基于物理的虚拟切割。我们的目标是在GPU上提供一个高度可调的基于物理的虚拟切割算法,以满足游戏引擎的不同需求。
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引用次数: 0
Proceedings of the 7th International Conference on Motion in Games 第七届运动在游戏中的国际会议录
Pub Date : 2014-11-06 DOI: 10.1145/2668064
Ari Shapiro, N. Amato, J. Hodgins
The Seventh International Conference on Motion in Games (MIG) is being held at the University of Southern California's Institute for Creative Technologies in Los Angeles, California, USA from November 6-8, 2014. MIG 2014 is sponsored by ACM SIGGRAPH, with papers appearing in the ACM digital library. Games have become a very important medium for both education and entertainment. Motion plays a critical role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many different areas of research, including graphics and animation, game technology, robotics, simulation, computer vision and also physics, psychology, and urban studies. Cross-fertilization between these communities can considerably advance the state of the art in this area. The goal of the Motion in Games conference is to bring together researchers from these various fields to present the most recent results and to initiate collaboration.
第七届国际游戏动态会议(MIG)将于2014年11月6日至8日在美国加州洛杉矶的南加州大学创意技术学院举行。MIG 2014由ACM SIGGRAPH主办,论文发表在ACM数字图书馆。游戏已经成为教育和娱乐的重要媒介。动作在电脑游戏中起着至关重要的作用。角色四处移动,物体被操纵或由于物理限制而移动,实体被动画化,摄像机在场景中移动。现在甚至玩家的动作也被用作游戏的输入。运动目前在许多不同的研究领域进行研究,包括图形和动画,游戏技术,机器人技术,仿真,计算机视觉以及物理学,心理学和城市研究。这些社区之间的交叉受精可以大大提高这一领域的技术水平。Motion in Games会议的目标是将这些不同领域的研究人员聚集在一起,展示最新的研究成果并启动合作。
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引用次数: 2
Trade-offs between responsiveness and naturalness for player characters 在玩家角色的响应性和自然性之间进行权衡
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2668087
Aline Normoyle, S. Jörg
Real-time animation controllers are fundamental for animating characters in response to player input. However, the design of such controllers requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such tradeoffs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiveness, but varying levels of naturalness. In the second experiment, we compare three controllers having increasing realism but at the expense of decreased responsiveness. Not surprisingly, our least responsive controller negatively affects players' performance and perceived ability to control the character. However, we also find that players are most satisfied with their own performance using our least natural controller, in which the character moves around the environment in a static pose; that differences in animation can significantly alter players' enjoyment with responsiveness being equal; and that players do not report increased motion quality with our most natural controller, despite viewers outside of a game context rating the same controller as significantly more natural than our other conditions.
实时动画控制器是根据玩家输入动画角色的基础。然而,这种控制器的设计需要在角色动作的自然性和角色反应的及时性之间做出权衡。在本文中,我们研究了这种权衡对玩家在简单平台游戏中的乐趣、控制、满意度和角色看法的影响。在我们的第一个实验中,我们比较了三个具有相同响应性但自然程度不同的控制器。在第二个实验中,我们比较了三种具有增强真实感但以降低响应性为代价的控制器。毫不奇怪,我们反应最慢的控制器会对玩家的表现和控制角色的感知能力产生负面影响。然而,我们也发现玩家最满意自己使用最不自然的控制器的表现,即角色以静态姿态在环境中移动;在响应性相同的情况下,动画的差异会显著改变玩家的乐趣;玩家并没有报告使用我们最自然的控制器时运动质量有所提高,尽管游戏环境外的观众认为相同的控制器比我们的其他条件下更自然。
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引用次数: 7
Deformation, parameterization and analysis of a single locomotion cycle 单个运动周期的变形、参数化和分析
Pub Date : 2014-11-06 DOI: 10.1145/2668064.2677082
Alain Juarez-Perez, Andrew W. Feng, Marcelo Kallmann, Ari Shapiro
We present preliminary results of a framework that can synthesize parameterized locomotion with controllable quality from simple deformations over a single step cycle. Our approach enforces feet constraints per phase in order to appropriately perform motion deformation operations, resulting in a generative and controllable model that maintains the style of the input motion. The method is lightweight and has quantifiable motion quality related to the amount of deformation used. It only requires a single cycle of locomotion. An analysis of the deformation is presented with the quantification of the valid portion of the deformed motion space, informing on the parameterization coverage of the deformable motion cycle.
我们提出了一个框架的初步结果,该框架可以在单步循环中从简单的变形中合成具有可控质量的参数化运动。我们的方法强制每个阶段的脚约束,以便适当地执行运动变形操作,从而产生一个生成和可控的模型,保持输入运动的风格。该方法重量轻,并且具有与所使用的变形量相关的可量化运动质量。它只需要一个运动周期。通过对变形运动空间有效部分的量化分析,给出了可变形运动周期的参数化覆盖范围。
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引用次数: 6
期刊
Proceedings of the 7th International Conference on Motion in Games
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