Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Article first published online: 9 SEP 2010
© 2010 The Authors Computer Graphics Forum © 2010 The Eurographics Association and Blackwell Publishing Ltd.
Computer Graphics Forum
Volume 29, Issue 8, pages 2530–2554, December 2010
How to Cite
Van Welbergen, H., Van Basten, B. J. H., Egges, A., Ruttkay, Zs. M. and Overmars, M. H. (2010), Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control. Computer Graphics Forum, 29: 2530–2554. doi: 10.1111/j.1467-8659.2010.01822.x
- Issue published online: 10 NOV 2010
- Article first published online: 9 SEP 2010
- real-time animation;
- I.3.7 [Three-Dimensional Graphics and Realism]: Animation
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control.