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An automatic tool to facilitate authoring animation blending in game engines
dc.contributor.author | Delicado Alcántara, Luis |
dc.contributor.author | Pelechano Gómez, Núria |
dc.contributor.other | Universitat Politècnica de Catalunya. Departament de Ciències de la Computació |
dc.date.accessioned | 2019-11-07T14:49:07Z |
dc.date.available | 2019-11-07T14:49:07Z |
dc.date.issued | 2019 |
dc.identifier.citation | Delicado, L.; Pelechano, N. An automatic tool to facilitate authoring animation blending in game engines. A: ACM Siggraph Conference on Motion, Interaction, and Games. "MIG 2019, ACM Conference on Motion, Interaction, and Games: Newcastle upon Tyne, England, October 28-30, 2019: proceedings". New York: Association for Computing Machinery (ACM), 2019, p. 1-6. |
dc.identifier.isbn | 978-1-4503-6994-7 |
dc.identifier.uri | http://hdl.handle.net/2117/171925 |
dc.description.abstract | Achieving realistic virtual humans is crucial in virtual reality applications and video games. Nowadays there are software and game development tools, that are of great help to generate and simulate characters. They offer easy to use GUIs to create characters by dragging and drooping features, and making small modifications. Similarly, there are tools to create animation graphs and setting blending parameters among others. Unfortunately, even though these tools are relatively user friendly, achieving natural animation transitions is not straight forward and thus non-expert users tend to spend a large amount of time to generate animations that are not completely free of artefacts. In this paper we present a method to automatically generate animation blend spaces in Unreal engine, which offers two advantages: the first one is that it provides a tool to evaluate the quality of an animation set, and the second one is that the resulting graph does not depend on user skills and it is thus not prone to user errors. |
dc.format.extent | 6 p. |
dc.language.iso | eng |
dc.publisher | Association for Computing Machinery (ACM) |
dc.subject | Àrees temàtiques de la UPC::Informàtica::Infografia |
dc.subject.lcsh | Video games |
dc.subject.lcsh | Virtual reality |
dc.subject.lcsh | Computer animation |
dc.subject.other | Realistic animations |
dc.subject.other | Authoring animations |
dc.subject.other | Unreal engine |
dc.title | An automatic tool to facilitate authoring animation blending in game engines |
dc.type | Conference report |
dc.subject.lemac | Videojocs |
dc.subject.lemac | Realitat virtual |
dc.subject.lemac | Animació per ordinador |
dc.contributor.group | Universitat Politècnica de Catalunya. ViRVIG - Grup de Recerca en Visualització, Realitat Virtual i Interacció Gràfica |
dc.identifier.doi | 10.1145/3359566.3360063 |
dc.description.peerreviewed | Peer Reviewed |
dc.relation.publisherversion | https://dl.acm.org/citation.cfm?id=3360063 |
dc.rights.access | Open Access |
local.identifier.drac | 25957505 |
dc.description.version | Postprint (author's final draft) |
dc.relation.projectid | info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2013-2016/TIN2017-88515-C2-1-R/ES/VISUALIZACION, MODELADO, SIMULACION E INTERACCION CON MODELOS 3D. APLICACIONES EN CIENCIAS DE LA VIDA Y ENTORNOS RURALES Y URBANOS/ |
local.citation.author | Delicado, L.; Pelechano, N. |
local.citation.contributor | ACM Siggraph Conference on Motion, Interaction, and Games |
local.citation.pubplace | New York |
local.citation.publicationName | MIG 2019, ACM Conference on Motion, Interaction, and Games: Newcastle upon Tyne, England, October 28-30, 2019: proceedings |
local.citation.startingPage | 1 |
local.citation.endingPage | 6 |