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Motion Retargeting for Crowd Simulation

Yann Pinczon Du Sel, Nicolas Chaverou, Michael Rouille

DigiProAcademic4 citesRetargeting

Presents real-time motion retargeting and interactive motion blending within the Golaem Crowd plugin, reducing asset count for production crowd shots.

Abstract

Motion retargeting for crowd simulation using an intermediate skeleton representation (Golaem Skeleton) based on hierarchical bone chains. The system enables real-time retargeting of animations across different character morphologies by defining skeleton-motion mappings and using inverse kinematics algorithms (analytic solution and FABRIK) with caching optimization to support thousands of characters in production crowds.

How to read this

Category
Production system: crowd motion retargeting (Golaem)
Contributions
  • Introduces an intermediate skeleton representation (Golaem Skeleton) of hierarchical bone chains for mapping motion across differing character morphologies.
  • Performs real-time retargeting using analytic and FABRIK inverse-kinematics solvers with caching to scale to thousands of characters.
  • Reduces asset count for production crowd shots via interactive motion blending inside the Golaem Crowd plugin.
Context
An applied, crowd-scale extension of Gleicher's Retargeting Motion to New Characters, adapting per-character retargeting to thousands of agents in production.Builds on: Retargeting Motion to New Characters
Correctness
An engineering/production paper: validated by use in crowd shots rather than formal benchmarks, so the intermediate-skeleton mapping and IK choices trade some per-character fidelity for the throughput needed at crowd scale.
Clarity
Accessible and practical; a single pass conveys the pipeline, with a second pass only needed for the skeleton-mapping and caching details.
How to read it
First pass for the intermediate-skeleton and caching strategy; revisit the IK-solver specifics only if implementing a crowd retargeting pipeline.

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