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dc.contributor.authorPaliard, Chloéen_US
dc.contributor.authorAlvarado, Eduardoen_US
dc.contributor.authorRohmer, Damienen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.editorTheisel, Holger and Wimmer, Michaelen_US
dc.date.accessioned2021-04-09T18:20:29Z
dc.date.available2021-04-09T18:20:29Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-133-5
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20211019
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20211019
dc.description.abstractWhen walking on loose terrains, possibly covered with vegetation, the ground and grass should deform, but the character's gait should also change accordingly.We propose a method for modeling such two-ways interactions in real-time.We first complement a layered character model by a high-level controller, which uses position and angular velocity inputs to improve dynamic oscillations when walking on various slopes. Secondly, at a refined level, the feet are set to locally deform the ground and surrounding vegetation using efficient procedural functions, while the character's response to such deformations is computed through adapted inverse kinematics. While simple to set up, our method is generic enough to adapt to any character morphology. Moreover, its ability to generate in real time, consistent gaits on a variety of loose grounds of arbitrary slope, possibly covered with grass, makes it an interesting solution to enhance films and games.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSoftWalks: Real-Time, Two-Ways Interaction between a Character and Loose Groundsen_US
dc.description.seriesinformationEurographics 2021 - Short Papers
dc.description.sectionheadersAnimation and Visualization
dc.identifier.doi10.2312/egs.20211019
dc.identifier.pages41-44


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