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Graph."],"published-print":{"date-parts":[[2008,12]]},"abstract":"<jats:p>\n            We propose a data-driven approach to automatically generate a scene where tens to hundreds of characters densely interact with each other. During off-line processing, the close interactions between characters are precomputed by expanding a game tree, and these are stored as data structures called\n            <jats:italic>interaction patches.<\/jats:italic>\n            Then, during run-time, the system spatio-temporally concatenates the interaction patches to create scenes where a large number of characters closely interact with one another. Using our method, it is possible to automatically or interactively produce animations of crowds interacting with each other in a stylized way. The method can be used for a variety of applications including TV programs, advertisements and movies.\n          <\/jats:p>","DOI":"10.1145\/1409060.1409067","type":"journal-article","created":{"date-parts":[[2008,12,3]],"date-time":"2008-12-03T21:56:04Z","timestamp":1228341364000},"page":"1-8","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":51,"title":["Interaction patches for multi-character animation"],"prefix":"10.1145","volume":"27","author":[{"given":"Hubert P. 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