Semi-automatic end-user tools for construction of virtual avatar behaviors

Madhusudhanan Srinivasan*, Ronald A. Metoyer

*Corresponding author for this work

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

Abstract

We present tools and techniques for the design of an interactive motion data structure to drive virtual avatars. Our approach automatically analyzes a traditional labeled motion graph and constructs a condensed, coarser graph referred to as a Behavior Finite State Machine (BFSM). Each node of the BFSM represents a single behavior, and each weighted edge represents a valid transition and its likelihood. We present a semi-automated mechanism for user-editing of the graph. We also introduce an interface for user-in-the-loop design of transitions and blend spaces to generate controllable avatars from a BFSM. We present the results of our approach using two dynamic interactive examples, locomotion and martial arts, and discuss the strengths and weaknesses of our technique.

Original languageEnglish (US)
Title of host publicationProceedings - 16th International Conference on 3D Web Technology, Web3D 2011
Pages121-128
Number of pages8
DOIs
StatePublished - Sep 7 2011
Event16th International Conference on 3D Web Technology, Web3D 2011 - Paris, France
Duration: Jun 20 2011Jun 22 2011

Publication series

NameProceedings - 16th International Conference on 3D Web Technology, Web3D 2011

Other

Other16th International Conference on 3D Web Technology, Web3D 2011
CountryFrance
CityParis
Period06/20/1106/22/11

Keywords

  • motion graphs
  • responsive characters
  • virtual avatars

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Networks and Communications

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