Abstract
"Acting" in computer games is not the same as acting in film or theatre - it does not engage us on as deep a level. This difference currently limits the expressivity of games as a medium. We discuss how procedural techniques may change this. In this paper, I briefly review my investigations into procedural methods in computer graphics texture modeling and rendering. Then I show how this approach can be applied to the problem of creating more believable virtual acting for interactive computer-based media, and review some of my experiments in this area. Finally, I outline where I believe this field needs to go in order to be successful, going forward, for enabling better interactive storytelling.
Original language | English (US) |
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Pages (from-to) | 3-11 |
Number of pages | 9 |
Journal | Computers and Graphics (Pergamon) |
Volume | 26 |
Issue number | 1 |
DOIs | |
State | Published - Feb 2002 |
ASJC Scopus subject areas
- Software
- Signal Processing
- General Engineering
- Human-Computer Interaction
- Computer Vision and Pattern Recognition
- Computer Graphics and Computer-Aided Design