摘要:
A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion.
摘要:
One embodiment of the invention sets forth a technique for identifying and avoiding impending collisions between moving objects in an animation. Paths traversed by the moving objects intersect at pre-determined intersection points. As a moving object approaches an intersection point, a collision avoidance module determines whether the object is on course to collide with another moving object also approaching the intersection point. If a collision is detected, then the collision avoidance module modifies the speed of the moving object to avoid the collision.
摘要:
Embodiments of the invention set forth a technique for animating objects placed across a surface of a graphics object. A CAD application receives a set of motions and initially applies a different motion in the set of motions to each object placed across the surface of the graphics object. The CAD application calculates bounding areas of each object according to the current motion applied thereto, which are subsequently used by the CAD application to identify collisions that are occurring or will occur between the objects. Identified collisions are cured by identifying valid motions in the set of motions that can be applied to a colliding object and then calculating bounding areas for the valid motions to select a valid motion that, when applied to the object, does not cause the object to collide with any other objects.
摘要:
A method for generating real-time goal space steering for data-driven character animation is disclosed. A goal space table of sparse samplings of possible future locations is computed, indexed by the starting blend value and frame. A steer space is computed as a function of the current blend value and frame, interpolated from the nearest indices of the table lookup in the goal space. The steer space is then transformed to local coordinates of a character's position at the current frame. The steer space samples closest to a line connecting the character's position with the goal location may be selected. The blending values of the two selected steer space samples are interpolated to compute the new blending value to render subsequent frames of an animation sequence.
摘要:
A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.
摘要:
A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.
摘要:
A character animation system executing on a computer. The system provides a simple, efficient and powerful user interface that allows the user to specify complex animations of multi-legged characters by placing footprints on a surface. The system automatically generates a natural looking animation based on the footprints. Motions such as walking, running, jumping, etc. are easily animated depending on the way footprints are placed. The user is able to create new footprint patterns and modify existing patterns. Footprint blocks on a timeline are used to specify the time duration that each foot is in contact with a footprint. The user may specify keyframes in the animation sequence that allow more complicated body movements to be incorporated with the footprint based animation.
摘要:
One embodiment of the invention sets forth a technique for avoiding collisions between agents traversing different lanes of a multi-lane path in a crowd simulation. A perception data structure is maintained per agent that keeps track of the speeds and locations of neighboring agents in the crowd simulation. At each frame, the perception data structure corresponding to a particular agent is analyzed to identify any projected collisions. If the perception data structure indicates that the agent is projected to collide with another agent, then a collision avoidance operation is executed to avoid the collision.
摘要:
A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion.
摘要:
A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.