Interactive path planning and real-time motion synthesis for articulated humanoid characters in virtual environments
Master's Thesis from the year 2005 in the subject Computer Science - Applied, grade: 2, RWTH Aachen University, 62 entries in the bibliography, language: English, abstract: Virtual Environments are becoming more realistic and more functional with today’s constant technological advances. These advances allow for virtualworlds to closely resemblereality. Therefore, new areas of usage andapplication of virtual environments are found every day. The interiors of submarines, cargoships, powerplants, oilplatforms, airports and many other environments can today be replicated and used in various training applications, pre-construction simulations and many more.
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addition analysis analyzed Andrew Witkin annotations area of Motion Art algorithms blended motion breadth first search Bugs Bunny Cardinal Splines Cell Decomposition character’s clips complexity connected connector node created database described edges existing motions Figure frames framework free space FXMotionMerge FXMotionViewer FXNavigator FXSplineEditor Global Roadmap algorithm goal position graph data structure graph nodes graph representation graph search graph search algorithm graph structure guard nodes implemented keyframes master thesis motion capture data motion curves motion data formats motion description motion graph motion modification motion sequences Motion Synthesis module motion transition detection Motion Warping number of cells number of nodes OpenGL path finding step Path Planning algorithms Path Planning module performed Planning and Motion presented Quadtree algorithm Quadtree approach reachability real-time response realistic motion selected simple virtual world spline curves tion virtual character virtual environment virtual humanoids Visibility Graph VRZula Wavefront algorithm world decomposition world description