Fig. 1. Different configuration of the character’s surrounding environment (e.g. a changed terrain in the center area), and an adapted motion to the different condition
Fig. 2. Relationship descriptor points for the adapted character motion(spheres in the terrain)
Fig. 3. Relationship descriptor points modified according to the change of terrain position(spheres in the terrain)
Fig. 4. Original motions of the character(e.g.walk, jump, tumbling) and descriptor points placed in the path
Fig. 5. Adapted motions with spatial relationships of the character’s surrounding environment(e.g.walk, jump, tumbling motions)
Table 1. Algorithm: our real-time motion adaptation method using spatial relationships
Table 2. Results of motion adaptation between the virtual character and its surrounding environment with the change of terrain position
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