We propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During offline processing, the close interactions between characters are precomputed by expanding a game tree, and these are stored as data structures called interaction patches. Then, during run-time, the system spatio-temporally concatenates the interaction patches to create scenes where a large number of characters closely interact with one another. Using our method, it is possible to automatically or interactively produce animations of crowds interacting with each other in a stylized way. The method can be used for a variety of applications including TV programs, advertisements and movies.
Hubert P. H. Shum, Taku Komura, Masashi Shiraishi and Shuntaro Yamazaki, "Interaction Patches for Multi-Character Animation", Proceedings of the 2008 ACM SIGGRAPH Asia (SIGGRAPH Asia 2008) / ACM Transactions on Graphics [BibTeX]