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To grab or not to grab: a viable framework for physically based hand animation in game characters

Published: 03 November 2008 Publication History

Abstract

In games, grasping or haptic interaction with game world objects is underplayed and still relies on stored animation. With the advent of powerful Graphics Processing Units (GPU) and physics middleware, it is possible to explore the dynamic aspects of grasping. In the real-time scenario of games, scope exists for procedural controller systems, which when coupled with AI and physics simulation, would allow the birth of not only autonomous game characters with the ability to interact with the game world realistically, but also to bring about new types of game play. This paper is a brief look into an ongoing research, proposing to conceptualize and create a new AI augmented real-time physically based controller system for hand animation.

References

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Fear, E. 2008. Physical Excercises. Article in DEVELOP magazine. Issue 84, 60, June, 2008.
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Maurel, W., Wu, Y., Magnenat Thalmann, N., Thalmann, D. 1998. Biomechanical Models For Soft Tissue Simulation. Springer.
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Napier, J. 1980. Hands. Princeton University Press.
[4]
Parent, R. 2008. Computer Animation Algorithms and Techniques. 2nd ed. Elsevier Inc.
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Sims, K. 1994. Evolving Virtual Creatures. In Proceedings Of The 21st SIGGRAPH Annual Conference On Computer Graphics And Interactive Techniques. SIGGRAPH '04. ACM Press New York, 15--22. DOI= http://doi.acm.org/10.1145/192161.192167.

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Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2008

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Author Tags

  1. character animation
  2. game characters
  3. games
  4. physically based animation controllers
  5. physics engines
  6. real-time animation

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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