Multiple Character Motion Adaptation in Virtual Cities Using Procedural Animation

dc.contributor.authorGabriela Salazar
dc.contributor.authorXun Luo
dc.contributor.authorAndrés Adolfo Navarro Newball
dc.contributor.authorClaudia Zùñiga
dc.contributor.authorCarlos Lozano-Garzón
dc.coverage.spatialBolivia
dc.date.accessioned2026-03-22T18:14:52Z
dc.date.available2026-03-22T18:14:52Z
dc.date.issued2019
dc.description.abstractEvery person is unique in his/her size, proportions and style of motion. Reflecting such range of variations in virtual characters is one of the principal objectives to be achieved. While it is obvious that one size dos not fit all, maintaining a huge database of animations for many characters would pose a formidable challenge. By using a systemic approach to animations, we can free the animators from making multiple animations. Our approach allows for generating animation content at runtime to reflect human versatility in virtual characters. The present research aims to use procedural animation combined with inverse kinematics (IK) and simulated physics to have character versatility in an environment where diversity is required with the purpose of having a more realistic virtual scenario, saving time with faster iterations and reducing production costs.
dc.identifier.doi10.1109/icvrv47840.2019.00053
dc.identifier.urihttps://doi.org/10.1109/icvrv47840.2019.00053
dc.identifier.urihttps://andeanlibrary.org/handle/123456789/68983
dc.language.isoen
dc.sourceTianjin University of Technology
dc.subjectCharacter animation
dc.subjectAnimation
dc.subjectComputer science
dc.subjectComputer animation
dc.subjectInteractive skeleton-driven simulation
dc.subjectInverse kinematics
dc.subjectVirtual actor
dc.subjectMotion capture
dc.subjectAdaptation (eye)
dc.subjectSkeletal animation
dc.titleMultiple Character Motion Adaptation in Virtual Cities Using Procedural Animation
dc.typearticle

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