Prose warping for realtime animation
Abstract
3D computer games with animated characters are restricted to the animations provided
by an animator. This thesis explores a method for having a character perform different
animations using only simple base animations and discrete poses incorporating a digital
signal processing approach. Treating the animations as a series of digital signals allows
digital signal processing techniques to be applied to create new motions. This facilitates a
decreased animator workload while allowing a character to interact better with its environ
ment. These techniques involve treating an animation as a continuous signal, sampling it
and shifting it about another signal to combine an animation and a pose. To eliminate dead
poses the use of filters on animations with a view to creating new animations with the aid
of timewarping is also explored
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