TY - GEN
T1 - Smooth movers
T2 - 7th ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2007
AU - McDonnell, Rachel
AU - Newell, Fiona
AU - O'Sullivan, Carol
N1 - Publisher Copyright:
© 2007 ACM.
PY - 2007/8/3
Y1 - 2007/8/3
N2 - To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the available hardware and overall simulation complexity. To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented. In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety of conditions. Some interesting results were found, e.g., that character type, clothing, scene complexity or motion synchronicity had no effect on smoothness perception in our experiments, but cycle rate, linear velocity, motion complexity and group size all had a significant effect, with slower or lower intensity movements generally requiring fewer updates. Our results should be of real practical use to character animators in various application areas, but in particular to developers of real-time applications where Simulation Levels Of Detail (SLOD) need to be employed.
AB - To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the available hardware and overall simulation complexity. To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented. In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety of conditions. Some interesting results were found, e.g., that character type, clothing, scene complexity or motion synchronicity had no effect on smoothness perception in our experiments, but cycle rate, linear velocity, motion complexity and group size all had a significant effect, with slower or lower intensity movements generally requiring fewer updates. Our results should be of real practical use to character animators in various application areas, but in particular to developers of real-time applications where Simulation Levels Of Detail (SLOD) need to be employed.
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M3 - Conference contribution
AN - SCOPUS:84988911608
T3 - Symposium on Computer Animation 2007 - ACM SIGGRAPH / Eurographics Symposium Proceedings, SCA 2007
SP - 259
EP - 270
BT - Symposium on Computer Animation 2007 - ACM SIGGRAPH / Eurographics Symposium Proceedings, SCA 2007
A2 - Metaxas, Dimitris
A2 - Popovic, Jovan
PB - Association for Computing Machinery, Inc
Y2 - 3 August 2007 through 4 August 2007
ER -