TY - GEN
T1 - GPU-based motion blending for motion graphs
AU - Li, Xiang
AU - Lin, Xiao
AU - Gao, Yan
AU - Sheng, Bin
AU - Ma, Lizhuang
PY - 2011
Y1 - 2011
N2 - Character animation, bringing virtual characters to life, plays an important role in modern filmmaking, video games and virtual reality simulations. Recently, the motion graph has been widely used in the motion synthesis of character animations. An effective motion graph should take into account both the diversity of motions and the time cost of graph construction and search. However, motion graph approach becomes time consuming as graph size increases. Due to the fact that the most time consuming step in motion synthesis is the blending operations, which builds the whole motion graph. Sometimes it takes hours to build a graph. A compromise between visual quality and performance needs to be found. But the efficient use of modern programmable graphics hardware offers potential to increase both visual quality and performance. A major aspect lies in the architecture of modern graphics hardware, known as graphics processing units (GPUs). In this paper, we propose the GPU-based motion blending algorithm for motion graphs.
AB - Character animation, bringing virtual characters to life, plays an important role in modern filmmaking, video games and virtual reality simulations. Recently, the motion graph has been widely used in the motion synthesis of character animations. An effective motion graph should take into account both the diversity of motions and the time cost of graph construction and search. However, motion graph approach becomes time consuming as graph size increases. Due to the fact that the most time consuming step in motion synthesis is the blending operations, which builds the whole motion graph. Sometimes it takes hours to build a graph. A compromise between visual quality and performance needs to be found. But the efficient use of modern programmable graphics hardware offers potential to increase both visual quality and performance. A major aspect lies in the architecture of modern graphics hardware, known as graphics processing units (GPUs). In this paper, we propose the GPU-based motion blending algorithm for motion graphs.
KW - character animation
KW - graphics processing units
KW - motion blending
KW - motion capture
KW - motion graphs
UR - https://www.scopus.com/pages/publications/83755205253
U2 - 10.1109/ICCIS.2011.158
DO - 10.1109/ICCIS.2011.158
M3 - 会议稿件
AN - SCOPUS:83755205253
SN - 9780769545011
T3 - Proceedings - 2011 International Conference on Computational and Information Sciences, ICCIS 2011
SP - 955
EP - 959
BT - Proceedings - 2011 International Conference on Computational and Information Sciences, ICCIS 2011
T2 - 2011 International Conference on Computational and Information Sciences, ICCIS 2011
Y2 - 21 October 2011 through 23 October 2011
ER -