@inproceedings{279032b87b3c45409a73b65d9584faf5,
title = "Advanced real-time animation",
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.",
keywords = "Computer animation, Motion blending, Motion filtering, Timewarping",
author = "Mark Leeney and Darragh Maloney",
year = "2006",
language = "English",
series = "Proceedings of CGAMES 2006 - 9th International Conference on Computer Games: Artificial Intelligence and Mobile Systems",
publisher = "University of Wolverhampton",
pages = "151--156",
editor = "Bryan Duggan and Hugh McAtamney and Quasim Mehdi and Fred Mtenzi",
booktitle = "Proceedings of CGAMES 2006 - 9th International Conference on Computer Games",
note = "9th International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games, CGAMES 2006 ; Conference date: 22-11-2006 Through 24-11-2006",
}