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dc.contributor.authorHenshall, Gareth I.en_US
dc.contributor.authorTeahan, William J.en_US
dc.contributor.authorCenydd, Llyr apen_US
dc.contributor.editorTao Ruan Wan and Franck Vidalen_US
dc.date.accessioned2017-09-21T07:22:57Z
dc.date.available2017-09-21T07:22:57Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-050-5
dc.identifier.urihttp://dx.doi.org/10.2312/cgvc.20171284
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20171284
dc.description.abstractThe advent of high-fidelity Virtual Reality (VR) allows us to experience virtual characters with an ever increasing sense of presence. VR is capable of enhancing the perception of many aspects of virtual characters, including their volume and texture, speed, weight and temperament. The intimate nature of such experiences also requires a greater attention to behavioural realism, player interaction and animation detail. In this paper, we describe our research in developing techniques for optimising complex procedural animation systems for VR. We start by describing a dolphin animation system and how we use crowd-sourcing and genetic algorithms to search the parameter space for realistic behaviour. We then explain some key differences we have found between dolphins optimised using a desktop monitor and ones optimised in VR. Finally, we describe our current work which aims to further enhance the speed and intuitiveness of animation optimisation in VR.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTowards Real-Time Animation Optimisation in VRen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersComputer Graphics Applications
dc.identifier.doi10.2312/cgvc.20171284
dc.identifier.pages95-96


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