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ADAPT: the agent development and prototyping testbed

Published: 21 March 2013 Publication History

Abstract

We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. Our animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. Additionally, our navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a character's animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.

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    cover image ACM Conferences
    I3D '13: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
    March 2013
    242 pages
    ISBN:9781450319560
    DOI:10.1145/2448196
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 21 March 2013

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    Author Tags

    1. behavior authoring
    2. character animation
    3. crowd simulation
    4. virtual humans

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    • (2024)Character Animation Scripting EnvironmentEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_43(274-285)Online publication date: 5-Jan-2024
    • (2023)Curriculum based Reinforcement Learning for traffic simulationsComputers and Graphics10.1016/j.cag.2023.04.009113:C(32-42)Online publication date: 1-Jun-2023
    • (2023)Virtual CharactersStepping into Virtual Reality10.1007/978-3-031-36487-7_4(81-124)Online publication date: 12-Aug-2023
    • (2021)Algorithms for Microscopic Crowd Simulation: Advancements in the 2010sComputer Graphics Forum10.1111/cgf.14266440:2(731-754)Online publication date: 4-Jun-2021
    • (2021)Film Directing for Computer Games and AnimationComputer Graphics Forum10.1111/cgf.14266340:2(713-730)Online publication date: 4-Jun-2021
    • (2021)A history of crowd simulation: the past, evolution, and new perspectivesThe Visual Computer10.1007/s00371-021-02252-wOnline publication date: 5-Aug-2021
    • (2020)Interactive Inverse Spatio-Temporal Crowd Motion DesignSymposium on Interactive 3D Graphics and Games10.1145/3384382.3384528(1-9)Online publication date: 5-May-2020
    • (2019)Nonverbal behavior in multimodal performancesThe Handbook of Multimodal-Multisensor Interfaces10.1145/3233795.3233803(219-262)Online publication date: 1-Jul-2019
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