Generating Realistic Fighting Scenes by Game Tree

Generating Realistic Fighting Scenes by Game Tree

Abstract

Recently, there have been a lot of researches to synthesize/edit the motion of a single avatar in the virtual environment. However, there has not been so much work of simulating continuous interactions of multiple avatars such as fighting. In this paper, we propose a new method to generate a realistic fighting scene based on motion capture data. We propose a new algorithm called temporal expansion approach which maps

Publication

Hubert P. H. Shum and Taku Komura,
"Generating Realistic Fighting Scenes by Game Tree",
Poster of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA)

Citation=4##

## Citation count from Google Scholar as of 2018

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References

BibTeX

@inproceedings{shum06generating,
 author={Shum, Hubert P. H. and Komura, Taku},
 booktitle={Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation},
 series={SCA '06},
 title={Generating Realistic Fighting Scenes by Game Tree},
 year={2006},
 month={Sep},
 numpages={2},
 isbn={3-905673-34-7},
 publisher={Eurographics Association},
 Address={Aire-la-Ville, Switzerland, Switzerland},
 location={Vienna, Austria},
}

EndNote/RefMan

TY  - CONF
AU  - Shum, Hubert P. H.
AU  - Komura, Taku
T2  - Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation
TI  - Generating Realistic Fighting Scenes by Game Tree
PY  - 2006
Y1  - Sep 2006
SN  - 3-905673-34-7
PB  - Eurographics Association
ER  - 

Plain Text

Hubert P. H. Shum and Taku Komura, "Generating Realistic Fighting Scenes by Game Tree," in SCA '06: Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer animation, Vienna, Austria, Eurographics Association, Sep 2006.

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Last update: 16/09/2019