Precomputed Search Trees:
Planning for Interactive Goal-Driven Animation
We present a novel approach for interactively synthesizing motions for
characters navigating in complex environments. We focus on
the runtime efficiency for motion generation, thereby enabling the
interactive animation of a large number of characters simultaneously.
The key idea is to precompute search trees of motion clips that can be
applied to arbitrary environments. Given a navigation goal relative
to a current body position, the best available solution paths and
motion sequences can be efficiently extracted during runtime through a
series of table lookups. For distant start and goal positions, we
first use a fast coarse-level planner to generate a rough path of
intermediate sub-goals to guide each iteration of the runtime lookup
phase.
We demonstrate the efficiency of our technique across a range of
examples in an interactive application with multiple autonomous
characters navigating in dynamic environments. Each character
responds in real-time to arbitrary user changes to the environment
obstacles or navigation goals. The runtime phase is more than two
orders of magnitude faster than existing planning methods or
traditional motion synthesis techniques. Our technique is not only useful
for autonomous motion generation in games, virtual reality, and
interactive simulations, but also for animating massive crowds of
characters offline for special effects in movies.
Manfred Lau and James Kuffner. 2006.
Precomputed Search Trees: Planning for Interactive Goal-Driven Animation.
ACM SIGGRAPH / Eurographics Symposium on Computer Animation (SCA), 299-308.
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