Inspired by ideas from research on geometric and motion levels of detail, we generalize LoD to combine all currently novel techniques on real-time human locomotion generation. Learn from fruitful research on key-framed kinematic methods, physically-based approaches, motion capture data reuse and action synthesis of reactive articulated characters, we design and implement a tentative but viable LoD scheduler. We also developed a data-driven on-line locomotion generation system base on freely-available motion library by integrating this LoD transition scheduler into popular graphics and dynamics game engine. This paper will then give a brief overview on our experimental results and discussion on future work. © Springer-Verlag Berlin Heidelberg 2007.
CITATION STYLE
Lin, Z., & Pan, Z. (2007). LoD-based locomotion engine for game characters. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4469 LNCS, pp. 214–224). Springer Verlag. https://doi.org/10.1007/978-3-540-73011-8_23
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