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Active learning for real-time motion controllers
2007
ACM SIGGRAPH 2007 papers on - SIGGRAPH '07
Figure 1 : Catching controller: the character moves through space to catch two consecutive balls thrown from different directions. In addition to the current character state, the controller has a three-dimensional input space that specifies the incoming position and speed of the ball to be caught. Abstract This paper describes an approach to building real-time highlycontrollable characters. A kinematic character controller is built on-the-fly during a capture session, and updated after each new
doi:10.1145/1275808.1276384
fatcat:4ccz567lcnahna2kelbtsl4ste