This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
%0 Conference Paper
%1 merz2024processor
%A Merz, Christian
%A Tschanter, Jonathan
%A Kern, Florian
%A Lugrin, Jean-Luc
%A Wienrich, Carolin
%A Latoschik, Marc Erich
%B 30th ACM Symposium on Virtual Reality Software and Technology
%C New York, NY, USA
%D 2024
%I Association for Computing Machinery
%K c.wienrich hiava merz myown piis realityStack tschanter
%R 10.1145/3641825.3689533
%T Pipelining Processors for Decomposing Character Animation
%U https://doi.org/10.1145/3641825.3689533
%X This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
%@ 9798400705359
@inproceedings{merz2024processor,
abstract = {This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.},
added-at = {2024-09-23T10:26:02.000+0200},
address = {New York, NY, USA},
articleno = {62},
author = {Merz, Christian and Tschanter, Jonathan and Kern, Florian and Lugrin, Jean-Luc and Wienrich, Carolin and Latoschik, Marc Erich},
biburl = {https://www.bibsonomy.org/bibtex/2b5919daa98e406c943a5126ffbdb1e91/hci-uwb},
booktitle = {30th ACM Symposium on Virtual Reality Software and Technology},
doi = {10.1145/3641825.3689533},
interhash = {c60d1629eb1035f745a59c33a60c8095},
intrahash = {b5919daa98e406c943a5126ffbdb1e91},
isbn = {9798400705359},
keywords = {c.wienrich hiava merz myown piis realityStack tschanter},
location = {Trier, Germany},
numpages = {2},
publisher = {Association for Computing Machinery},
series = {VRST '24},
timestamp = {2025-06-04T12:03:57.000+0200},
title = {Pipelining Processors for Decomposing Character Animation},
url = {https://doi.org/10.1145/3641825.3689533},
year = 2024
}