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The Visual Computer

, Volume 22, Issue 6, pp 399–414 | Cite as

Dynamic obstacle avoidance for real-time character animation

  • Pascal Glardon
  • Ronan BoulicEmail author
  • Daniel Thalmann
Special Issue Paper

Abstract

This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacles (e.g. a puddle of water) can be created and placed in front of a character. The method first decides whether the character is able to get around or jump over the obstacle. Then the motion parameters are accordingly modified. The transition from locomotion to jump is performed with an improved motion blending technique. While traditional blending approaches let the user choose the transition time and duration manually, our approach automatically controls transitions between motion patterns whose parameters are not known in advance. In addition, according to the animation context, blending operations are executed during a precise period of time to preserve specific physical properties. This ensures coherent movements over the parameter space of the original input motions. The initial locomotion type and speed are smoothly varied with respect to the required jump type and length. This variation is carefully computed in order to place the take-off foot as close to the created obstacle as possible.

Keywords

Human body simulation Real-time motion blending Motion planning Obstacle avoidance 

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Supplementary material

Movie 1 17MB

Movie 2 17MB

Movie 3 18MB

Movie 4 29MB

Movie 5 20MB

Movie 6 59MB

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Copyright information

© Springer-Verlag 2006

Authors and Affiliations

  1. 1.Virtual Reality LabEcole Polytechnique Fédérale de Lausanne (EPFL)LausanneSwitzerland

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