Motion fields for interactive character locomotion

We propose a novel representation of motion data and control of virtual characters that gives highly agile responses to user input and allows a natural handling of arbitrary external disturbances. In contrast to traditional approaches based on replaying segments of motion data directly, our representation organizes samples of motion data into a high-dimensional generalization of a vector field that we call a motion field. Our runtime motion synthesis mechanism freely flows through the motion field in response to user commands. The motions we create appear natural, are highly responsive to real-time user input, and are not explicitly specified in the data.

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