Real-time Geometry Aware Motion Planning

Synthesising motions for user controlled characters whose motion is required to be constrained by the geometry of a virtual scene is a challenging problem in character animation. It is however a common requirement for applications such as games. We present a solution with a focus on: eliminating manual editing of animations to fit a scene; responsive user control; real-time motion synthesis and planning; and high fidelity interactions. Modelling the contacts that drive a motion gives us the basis for a fast run-time feasibility test that allows motion planning to an arbitrary depth.

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