We propose a structureless representation of motion data and control
that enables intelligent characters with both highly agile responses
to user input and natural handling of arbitrary external disturbances.
The representation organizes motion data as samples in
a high dimensional generalization of a vector field we call a 'motion
field'. Our runtime motion synthesis mechanism freely 'flows'
in the motion field and is capable of creating novel and natural motions
that are highly-responsive to the real time user input, and generally
not explicitly specified in the data.
Motion Field for Interactive Character Animation Yongjoon Lee, Kevin Wampler, Gilbert Bernstein, Jovan Popović, Zoran Popović ACM Transactions on Graphics 29(5) (SIGGRAPH Asia 2010)
[Paper (1.4 MB)]