Parametric Motion Graphs
In this paper, we present an example-based motion synthesis technique
that generates continuous streams of high-fidelity, controllable
motion for interactive applications, such as video games. Our
method uses a new data structure called a parametric motion graph
to describe valid ways of generating linear blend transitions between
motion clips dynamically generated through parametric synthesis
in realtime. Our system specifically uses blending-based
parametric synthesis to accurately generate any motion clip from
an entire space of motions by blending together examples from that
space. The key to our technique is using sampling methods to identify
and represent good transitions between these spaces of motion
parameterized by a continuously valued parameter. This approach
allows parametric motion graphs to be constructed with little user
effort. Because parametric motion graphs organize all motions of a
particular type, such as reaching to different locations on a shelf, using
a single, parameterized graph node, they are highly structured,
facilitating fast decision-making for interactive character control.
We have successfully created interactive characters that perform sequences
of requested actions, such as cartwheeling or punching.
Images and movies
BibTex references
@InProceedings{HG07, author = "Heck, Rachel and Gleicher, Michael", title = "Parametric Motion Graphs", booktitle = "Proceedings of the Symposium on Interactive 3D Graphics", month = "apr", year = "2007", url = "http://graphics.cs.wisc.edu/Papers/2007/HG07" }