• DocumentCode
    2413785
  • Title

    GPU-based Motion Blending for Motion Graphs

  • Author

    Li, Xiang ; Lin, Xiao ; Gao, Yan ; Sheng, Bin ; Ma, Lizhuang

  • fYear
    2011
  • fDate
    21-23 Oct. 2011
  • Firstpage
    955
  • Lastpage
    959
  • Abstract
    Character animation, bringing virtual characters to life, plays an important role in modern filmmaking, video games and virtual reality simulations. Recently, the motion graph has been widely used in the motion synthesis of character animations. An effective motion graph should take into account both the diversity of motions and the time cost of graph construction and search. However, motion graph approach becomes time consuming as graph size increases. Due to the fact that the most time consuming step in motion synthesis is the blending operations, which builds the whole motion graph. Sometimes it takes hours to build a graph. A compromise between visual quality and performance needs to be found. But the efficient use of modern programmable graphics hardware offers potential to increase both visual quality and performance. A major aspect lies in the architecture of modern graphics hardware, known as graphics processing units (GPUs). In this paper, we propose the GPU-based motion blending algorithm for motion graphs.
  • Keywords
    Animation; Graphics processing unit; Humans; Interpolation; Legged locomotion; Motion segmentation; character animation; graphics processing units; motion blending; motion capture; motion graphs;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational and Information Sciences (ICCIS), 2011 International Conference on
  • Conference_Location
    Chengdu, China
  • Print_ISBN
    978-1-4577-1540-2
  • Type

    conf

  • DOI
    10.1109/ICCIS.2011.158
  • Filename
    6086360