1,166 research outputs found
A dynamically changing spline curve for the motion of a game character
In computer games a frequent gameplay mode consists of a non-player character (NPC) which patrols around to defend certain items. The player tries to collect these items for her inventory. The NPC’s role is to make this challenging (in an entertaining way) for the player. The NPC’s patrol path is often implemented by using the A* algorithm. In this paper we present an algorithm which uses B-splines and basic learning concepts to construct the NPC’s path, and its motion and behavior in general. We look at some learning strategies for the NPC and use gamedesign concepts to construct the spline curves. The NPC’s path will be a dynamically changing spline curve based on gameplay principles and the NPC’s knowledge
Hikari Michi: Studying Immersion in Games Using the Oculus Rift and Leap Motion Controller
Game developers are always searching for new, creative ways to immerse players into their games, whether it be through gameplay, input, or output. As aspiring games developers ourselves, we pursued this project with the goal of building a game that made an enriching and engaging experience through its gameplay, input, and output. For this game, we made use of the Leap Motion hand and finger movement capturing device and the Oculus Rift virtual reality head mounted display alongside the C4 Game Engine. Through this project, we hope to provide players with a fun, immersive game play experience and hopefully be a source of inspiration for virtual reality game developers in the future
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Analysis and synthesis of bipedal humanoid movement : a physical simulation approach
textAdvances in graphics and robotics have increased the importance of tools for synthesizing humanoid movements to control animated characters and physical robots. There is also an increasing need for analyzing human movements for clinical diagnosis and rehabilitation. Existing tools can be expensive, inefficient, or difficult to use. Using simulated physics and motion capture to develop an interactive virtual reality environment, we capture natural human movements in response to controlled stimuli. This research then applies insights into the mathematics underlying physics simulation to adapt the physics solver to support many important tasks involved in analyzing and synthesizing humanoid movement. These tasks include fitting an articulated physical model to motion capture data, modifying the model pose to achieve a desired configuration (inverse kinematics), inferring internal torques consistent with changing pose data (inverse dynamics), and transferring a movement from one model to another model (retargeting). The result is a powerful and intuitive process for analyzing and synthesizing movement in a single unified framework.Computer Science
Robotics 2010
Without a doubt, robotics has made an incredible progress over the last decades. The vision of developing, designing and creating technical systems that help humans to achieve hard and complex tasks, has intelligently led to an incredible variety of solutions. There are barely technical fields that could exhibit more interdisciplinary interconnections like robotics. This fact is generated by highly complex challenges imposed by robotic systems, especially the requirement on intelligent and autonomous operation. This book tries to give an insight into the evolutionary process that takes place in robotics. It provides articles covering a wide range of this exciting area. The progress of technical challenges and concepts may illuminate the relationship between developments that seem to be completely different at first sight. The robotics remains an exciting scientific and engineering field. The community looks optimistically ahead and also looks forward for the future challenges and new development
Embedded, Embodied, Adaptive: Architecture and Computation
This catalogue of work marks the second year of the MSc Adaptive Architecture and Computation, UCL Bartlett\'s one-year taught MSc in the field of digital design. Bringing together research at the Bartlett with cutting edge practice, this course aims to give students a solid theoretical and technical foundation for the use of computation as a means to realise their designs, understand the built environment, and create architecture. Themes of investigation include how the built environment can be adapted to its occupants; how form may be generated or evolved parametrically; how the experience of space can be enhanced through the integrated use of new media. In each case, computational methods are sought to improve the design and use of architecture, rather than simply be a mechanical tool for its representation. With this in mind, students are taught the fundamental theory and skills necessary to manipulate their technology at a sophisticated level. Studio time is dedicated to learning scripting and programming within a series of workshops conceived especially for designers
Development of Complexity Science and Technology Tools for NextGen Airspace Research and Applications
The objective of this research by NextGen AeroSciences, LLC is twofold: 1) to deliver an initial "toolbox" of algorithms, agent-based structures, and method descriptions for introducing trajectory agency as a methodology for simulating and analyzing airspace states, including bulk properties of large numbers of heterogeneous 4D aircraft trajectories in a test airspace -- while maintaining or increasing system safety; and 2) to use these tools in a test airspace to identify possible phase transition structure to predict when an airspace will approach the limits of its capacity. These 4D trajectories continuously replan their paths in the presence of noise and uncertainty while optimizing performance measures and performing conflict detection and resolution. In this approach, trajectories are represented as extended objects endowed with pseudopotential, maintaining time and fuel-efficient paths by bending just enough to accommodate separation while remaining inside of performance envelopes. This trajectory-centric approach differs from previous aircraft-centric distributed approaches to deconfliction. The results of this project are the following: 1) we delivered a toolbox of algorithms, agent-based structures and method descriptions as pseudocode; and 2) we corroborated the existence of phase transition structure in simulation with the addition of "early warning" detected prior to "full" airspace. This research suggests that airspace "fullness" can be anticipated and remedied before the airspace becomes unsafe
Relationship descriptors for interactive motion adaptation
In this thesis we present an interactive motion adaptation scheme for close
interactions between skeletal characters and mesh structures, such as navigating
restricted environments and manipulating tools.
We propose a new spatial-relationship based representation to encode
character-object interactions describing the kinematics of the body parts by the
weighted sum of vectors relative to descriptor points selectively sampled over the
scene. In contrast to previous discrete representations that either only handle
static spatial relationships, or require offline, costly optimization processes, our
continuous framework smoothly adapts the motion of a character to deformations
in the objects and character morphologies in real-time whilst preserving the
original context and style of the scene.
We demonstrate the strength of working in our relationship-descriptor
space in tackling the issue of motion editing under large environment
deformations by integrating procedural animation techniques such as
repositioning contacts in an interaction whilst preserving the context and style of
the original animation.
Furthermore we propose a method that can be used to adapt animations
from template objects to novel ones by solving for mappings between the two in
our relationship-descriptor space effectively transferring an entire motion from
one object to a new one of different geometry whilst ensuring continuity across
all frames of the animation, as opposed to mapping static poses only as is
traditionally achieved.
The experimental results show that our method can be used for a wide
range of applications, including motion retargeting for dynamically changing
scenes, multi-character interactions, and interactive character control and
deformation transfer for scenes that involve close interactions. We further
demonstrate a key use case in retargeting locomotion to uneven terrains and
curving paths convincingly for bipeds and quadrupeds.
Our framework is useful for artists who need to design animated scenes
interactively, and modern computer games that allow users to design their own
virtual characters, objects and environments, such that they can recycle existing
motion data for a large variety of different configurations without the need to
manually reconfigure motion from scratch or store expensive combinations of
animation in memory. Most importantly it’s achieved in real-time
An Approach to the Procedural Generation of Worn Metal Surfaces
Motivated by the phenomenon that wear and tear tends to happen more near sharp cornersof a surface, this thesis presents a method for procedurally generating photorealistic metal surfacesbased upon evaluating curvature values. The thesis describes the development of eight metal shadersthat are used to replace the manual texture painting typically used in production. The approach isdemonstrated by applying these metal shaders to a robotic dog model from a short film involvinglive action and CG elements. Frames from a short animation of the robotic dog are presented, anda discussion of the strengths and weaknesses of this methodology
Animation in relational information visualization
In order to be able to navigate in the world without memorizing each detail, the human brain builds a mental map of its environment. The mental map is a distorted and abstracted representation of the real environment. Unimportant areas tend to be collapsed to a single entity while important landmarks are overemphasized. When working with visualizations of data we build a mental map of the data which is closely linked to the particular visualization. If the visualization changes significantly due to changes in the data or the way it is presented we loose the mental map and have to rebuild it from scratch. The purpose of the research underlying this thesis was to investigate and devise methods to create smooth transformations between visualizations of relational data which help users in maintaining or quickly updating their mental map
Animation in relational information visualization
In order to be able to navigate in the world without memorizing each detail, the human brain builds a mental map of its environment. The mental map is a distorted and abstracted representation of the real environment. Unimportant areas tend to be collapsed to a single entity while important landmarks are overemphasized. When working with visualizations of data we build a mental map of the data which is closely linked to the particular visualization. If the visualization changes significantly due to changes in the data or the way it is presented we loose the mental map and have to rebuild it from scratch. The purpose of the research underlying this thesis was to investigate and devise methods to create smooth transformations between visualizations of relational data which help users in maintaining or quickly updating their mental map
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