Generating Realistic Fighting Scenes by Game Tree
Objective
To generate realistic fighting scenes for more than one avatars
To emulate difficult styles of fighting
Motion data
Capture about five minutes of Thai boxing motion with optical motion capturer
Use hierachical motion graph and action level state machine to organize the motion captured
Temporal tree expansion
Map the continous time space to a discrete causality space
Evaluate motion based on objective function and game tree theory
Apply MiniMax algorithm and Alpha-Beta pruning
Applications
Pre-plan fighting scenes with multiple characters for movies
Generate fighting animation for video games
Publication
Hubert Shum and Taku Komura, "
Generating Realistic Fighting Scenes by Game Tree
", Posters of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA 2006)
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Technical Note
Video (DivX Encoded)
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