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Methods for Motion Databases: Automated Search and Parameterization
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SKU GDC-05-079
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Methods for Motion Databases: Automated Search and Parameterization,
3928

Programming, Lecture

Lucas Kovar
Research Assistant, University of Wisconsin

Michael Gleicher
Associate Professor, University of Wisconsin
Motion capture has proven to be a valuable method for creating realistic character animation in games. Because motion capture can re-create very specific movements, games use increasing numbers of motion clips to provide rich repetoires for their characters. Unfortunately, as the amount of motion capture data used grows, so do the challenges of managing and using a library of movement. But even as databases grow to contain unwieldy amounts of motion, they still cannot capture every variation. Fortunately, new technologies are emerging that will automate common tasks for working with databases, provide better methods for handling increasingly large libraries, and provide better mechanisms for synthesizing motions missing from the database. In this talk, we introduce new methods for working with motion databases and extending their range. We describe methods for efficiently searching motion databases for similar motions. We present methods for automatically extracting required clips from longer sequences. We also provide methods for automatically determining how to blend similar movements together to generate motions "in-between" what can be found in the database. Together, these new techniques offer a new way to work with motion databases that is more automated, yet more exactly provides the requested movements. The methods we present have the potential to impact: - the planning of motion capture shoots, since specific clips need not be captured, only sequences of movement containing actions similar to what will be needed. - the tools used for working with motion databases, by providing methods for efficient search and understanding of what is in the database and more automatic processing of clips. - the use of motion at run-time within a game, by providing efficient methods for combining motions to obtain exactly the movements that are needed.

The main takeaway from this presentation is an understanding of a new set of methods for working with motion capture databases. Attendees are exposed to a new way of thinking about how motion data can be used in games, as well as a number of specific techniques that make motion databases easier to work with and provide a greater range of character movement for games.

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