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We present an algorithm for animating characters being pushed by an
external source such as a user or a game
environment. We start with a collection of motions of a real person
responding to being pushed. When a character
is pushed, we synthesize new motions by picking a motion from the
recorded collection and modifying it so that the
character responds to the push from the desired direction and location
on its body. Determining the deformation
parameters that realistically modify a recorded response motion is
difficult. Choosing the response motion that
will look best when modified is also non-trivial, especially in
real-time. To estimate the envelope of deformation
parameters that yield visually plausible modifications of a given
motion, and to find the best motion to modify,
we introduce an oracle. The oracle is trained using a set of
synthesized response motions that are identified by
a
user as good and bad. Once trained, the oracle can, in real-time,
estimate the visual quality of all motions in the
collection and required deformation parameters to serve a desired
push.
Our method performs better than a baseline algorithm of picking the
closest response motion in configuration
space, because our method can find visually plausible transitions that
do not necessarily correspond to similar
motions in terms of configuration. Our method can also start with a
limited set of recorded motions and modify
them so that they can be used to serve different pushes on the upper
body.
Arikan, O., Forsyth, D. A., O'Brien, J. F.,
"Pushing People Around."
In Proceedings of ACM SIGGRAPH 2005 Symposium on Computer Animation, pages 56-66, Los Angeles, California, July 2005. ACM SIGGRAPH.
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