
This paper proposes a new methodology for synthesizing animations of multiple characters, allowing them to intelligently compete with one another in dense environments, while still satisfying requirements set by an animator. To achieve these two conflicting objectives simultaneously, our method separately evaluates the competition and collaboration of the interactions, integrating the scores to select an action that maximizes both criteria. We extend the idea of min-max search, normally used for strategic games such as chess. Using our method, animators can efficiently produce scenes of dense character interactions such as those in collective sports or martial arts. The method is especially effective for producing animations along story lines, where the characters must follow multiple objectives, while still accommodating geometric and kinematic constraints from the environment.
Optimization, min-max search, Equations, interaction collaboration, minimax techniques, collaborative goal, multiple character interaction simulation, adversarial goal, geometric constraint, /dk/atira/pure/subjectarea/asjc/1700/1712, Character animation, /dk/atira/pure/subjectarea/asjc/1700/1711, search problems, /dk/atira/pure/subjectarea/asjc/1700/1707, computer animation, interaction competition, kinematic constraint, collective sports, /dk/atira/pure/subjectarea/asjc/1700/1704, Computational modeling, character interaction., Animation, dense character interaction, Computer Graphics and Computer-Aided Design, animation production, multiple character animation synthesis, Electronic mail, martial arts, Signal Processing, Computer Vision and Pattern Recognition, Motion segmentation, strategic game, Games, Software
Optimization, min-max search, Equations, interaction collaboration, minimax techniques, collaborative goal, multiple character interaction simulation, adversarial goal, geometric constraint, /dk/atira/pure/subjectarea/asjc/1700/1712, Character animation, /dk/atira/pure/subjectarea/asjc/1700/1711, search problems, /dk/atira/pure/subjectarea/asjc/1700/1707, computer animation, interaction competition, kinematic constraint, collective sports, /dk/atira/pure/subjectarea/asjc/1700/1704, Computational modeling, character interaction., Animation, dense character interaction, Computer Graphics and Computer-Aided Design, animation production, multiple character animation synthesis, Electronic mail, martial arts, Signal Processing, Computer Vision and Pattern Recognition, Motion segmentation, strategic game, Games, Software
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 36 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Top 10% | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
