Advanced real-time animation

Mark Leeney, Darragh Maloney

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

3D computer games with animated characters are restricted to the animations provided by an animator.Treating the animations as a series of digital signals allows digital signal processing techniques to be applied with the aim of decreasing the workload of an animator while allowing the character to interact better with its environment. These techniques involve treating an animation as a continuous signal, sampling it, passing it through a low pass filter and then subtracting the low passes to get band passes. The band passes can be altered before summing them to get back an altered animation. Timewarping animations is also discussed with the aim of better improving the combination of animations and poses. This paper explores a method for having a character perform different animations using only simple base animations and discrete poses incorporating a multiresolution and timewarping approach.

Original languageEnglish
Title of host publicationProceedings of CGAMES 2006 - 9th International Conference on Computer Games
Subtitle of host publicationArtificial Intelligence and Mobile Systems
EditorsBryan Duggan, Hugh McAtamney, Quasim Mehdi, Fred Mtenzi
PublisherUniversity of Wolverhampton
Pages151-156
Number of pages6
ISBN (Electronic)0954901622
Publication statusPublished - 2006
Event9th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2006 - Dublin, Ireland
Duration: 22 Nov 200624 Nov 2006

Publication series

NameProceedings of CGAMES 2006 - 9th International Conference on Computer Games: Artificial Intelligence and Mobile Systems

Conference

Conference9th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2006
Country/TerritoryIreland
CityDublin
Period22/11/0624/11/06

Keywords

  • Computer animation
  • Motion blending
  • Motion filtering
  • Timewarping

Fingerprint

Dive into the research topics of 'Advanced real-time animation'. Together they form a unique fingerprint.

Cite this