"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.
ASJC Scopus subject areas
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design