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Conference Paper: Real-time character control for wrestling games

TitleReal-time character control for wrestling games
Authors
KeywordsCharacter animation
Motion capture
Issue Date2009
PublisherSpringer.
Citation
Second International Workshop on Motion in Games (MIG 2009), Zeist, The Netherlands, 21-24 November 2009. In Motion in Games, 2009, p. 128-137 How to Cite?
AbstractThis paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker's movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods. © Springer-Verlag 2009.
Persistent Identifierhttp://hdl.handle.net/10722/288993
ISBN
ISSN
2023 SCImago Journal Rankings: 0.606
ISI Accession Number ID
Series/Report no.Lecture Notes in Computer Science ; 5884

 

DC FieldValueLanguage
dc.contributor.authorHo, Edmond S.L.-
dc.contributor.authorKomura, Taku-
dc.date.accessioned2020-10-12T08:06:24Z-
dc.date.available2020-10-12T08:06:24Z-
dc.date.issued2009-
dc.identifier.citationSecond International Workshop on Motion in Games (MIG 2009), Zeist, The Netherlands, 21-24 November 2009. In Motion in Games, 2009, p. 128-137-
dc.identifier.isbn9783642103469-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://hdl.handle.net/10722/288993-
dc.description.abstractThis paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker's movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods. © Springer-Verlag 2009.-
dc.languageeng-
dc.publisherSpringer.-
dc.relation.ispartofMotion in Games-
dc.relation.ispartofseriesLecture Notes in Computer Science ; 5884-
dc.subjectCharacter animation-
dc.subjectMotion capture-
dc.titleReal-time character control for wrestling games-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1007/978-3-642-10347-6_12-
dc.identifier.scopuseid_2-s2.0-78650685523-
dc.identifier.spage128-
dc.identifier.epage137-
dc.identifier.eissn1611-3349-
dc.identifier.isiWOS:000277818100012-
dc.publisher.placeBerlin-
dc.identifier.issnl0302-9743-

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