Identyfikatory
Warianty tytułu
Języki publikacji
Abstrakty
A solution to the problem of adjusting the pose of an animated video game character to the diverse terrain and surroundings is proposed. It is an important task in every modern video game where there is a focus on animated characters. Not addressing this issue leads to major visual glitches such as legs hovering above the ground surface, or penetrating the obstacles while moving. As presented in this work, the described problem can be effectively solved by examining the surroundings in real-time and applying Inverse Kinematics (IK) as a procedural post process to the currently used animation.
Słowa kluczowe
Czasopismo
Rocznik
Tom
Strony
3--11
Opis fizyczny
Bibliogr. 4 poz., rys.
Twórcy
autor
- Techland Sp. z o.o., ul. Żółkiewskiego 3, 63-400 Ostrów Wielkopolski, Poland
autor
- Techland Sp. z o.o., ul. Żółkiewskiego 3, 63-400 Ostrów Wielkopolski, Poland
Bibliografia
- [1] C. C. Bracken and P. Skalski. Telepresence and video games: The impact of image quality. PsychNology Journal , 7(1):101–112, 2009. Retrieved Jan 10, 2017, from www.psychnology.org. Online: http://www.psychnology.org/File/PNJ7(1)/PSYCHNOLOGY_JOURNAL_7_1_BRACKEN.pdf].
- [2] R. H. Cannon. Dynamics of Physical Systems. McGraw-Hill, New York, 1967.
- [3] A. Feng, Y. Huang, M. Kallmann, and A. Shapiro. An analysis of motion blending techniques. In M. Kallmann and K. Bekris, editors, Motion in Games. Proc. 5th Int. Conf. on Motion in Games MIG 2012, pages 232–243, Rennes, France, 2012. Springer Berlin Heidelberg. doi:10.1007/978-3-642-34710-8_22.
- [4] K. Shoemake. Animating rotation with quaternion curves. SIGGRAPH Computer Graphics, 19(3):245–254, July 1985. doi:10.1145/325165.325242.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-9aeb0082-af9c-463d-99e3-6090ca72233b