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dc.contributor.authorDelicado Alcántara, Luis
dc.contributor.authorPelechano Gómez, Núria
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament de Ciències de la Computació
dc.date.accessioned2019-11-07T14:49:07Z
dc.date.available2019-11-07T14:49:07Z
dc.date.issued2019
dc.identifier.citationDelicado, 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.isbn978-1-4503-6994-7
dc.identifier.urihttp://hdl.handle.net/2117/171925
dc.description.abstractAchieving 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.extent6 p.
dc.language.isoeng
dc.publisherAssociation for Computing Machinery (ACM)
dc.subjectÀrees temàtiques de la UPC::Informàtica::Infografia
dc.subject.lcshVideo games
dc.subject.lcshVirtual reality
dc.subject.lcshComputer animation
dc.subject.otherRealistic animations
dc.subject.otherAuthoring animations
dc.subject.otherUnreal engine
dc.titleAn automatic tool to facilitate authoring animation blending in game engines
dc.typeConference report
dc.subject.lemacVideojocs
dc.subject.lemacRealitat virtual
dc.subject.lemacAnimació per ordinador
dc.contributor.groupUniversitat Politècnica de Catalunya. ViRVIG - Grup de Recerca en Visualització, Realitat Virtual i Interacció Gràfica
dc.identifier.doi10.1145/3359566.3360063
dc.description.peerreviewedPeer Reviewed
dc.relation.publisherversionhttps://dl.acm.org/citation.cfm?id=3360063
dc.rights.accessOpen Access
local.identifier.drac25957505
dc.description.versionPostprint (author's final draft)
dc.relation.projectidinfo: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.authorDelicado, L.; Pelechano, N.
local.citation.contributorACM Siggraph Conference on Motion, Interaction, and Games
local.citation.pubplaceNew York
local.citation.publicationNameMIG 2019, ACM Conference on Motion, Interaction, and Games: Newcastle upon Tyne, England, October 28-30, 2019: proceedings
local.citation.startingPage1
local.citation.endingPage6


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