Abstract
Inspired by ideas from research on geometric and motion levels of detail, we generalize LoD to combine all currently novel techniques on real-time human locomotion generation. Learn from fruitful research on key-framed kinematic methods, physically-based approaches, motion capture data reuse and action synthesis of reactive articulated characters, we design and implement a tentative but viable LoD scheduler. We also developed a data-driven on-line locomotion generation system base on freely-available motion library by integrating this LoD transition scheduler into popular graphics and dynamics game engine. This paper will then give a brief overview on our experimental results and discussion on future work.
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Lin, Z., Pan, Z. (2007). LoD-Based Locomotion Engine for Game Characters. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_23
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DOI: https://doi.org/10.1007/978-3-540-73011-8_23
Publisher Name: Springer, Berlin, Heidelberg
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