| 1 | We regret to tell you that your paper "Real-time realistic animation in the Crystal Space engine" has not been accepted for the âDesign and Engineering of Game-like Virtual and Multimodal Environments â workshop. Below this mail, you can find the reviews of your paper.
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| 6 |
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| 7 | Paper: 2
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| 8 | Title: Real-time realistic animation in the Crystal Space engine
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| 9 |
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| 10 |
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| 11 | ---------------------------- REVIEW 1 --------------------------
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| 12 | PAPER: 2
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| 13 | TITLE: Real-time realistic animation in the Crystal Space engine
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| 14 |
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| 15 | OVERALL RATING: 1 (weak accept)
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| 16 |
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| 17 | This short paper is well written en clearly structured. The authors give a nice
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| 18 | overview of the related work and other similar systems.
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| 19 |
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| 20 | However, it is not really a research paper as it does not contain a description as
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| 21 | to how this system, or the extension, is different from the others in the field. A
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| 22 | question which arises is how the authors cope with any problems that others might
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| 23 | have.
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| 24 |
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| 25 | A nice extension would be to more clearly highlight the differences with others.
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| 26 |
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| 27 |
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| 28 |
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| 29 | ---------------------------- REVIEW 2 --------------------------
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| 30 | PAPER: 2
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| 31 | TITLE: Real-time realistic animation in the Crystal Space engine
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| 32 |
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| 33 | OVERALL RATING: -1 (weak reject)
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| 34 |
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| 35 | The paper explains how animation can be provided in a game engine.
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| 36 |
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| 37 | Animation is still a difficult aspect on game design, as it requires a high amount
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| 38 | of user input. I therefore find the subject of the paper interesting and relevant,
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| 39 | but the design and engineering aspects of the paper are not always clear. It often
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| 40 | reads as a description of functionalities that is realized by interfacing existing
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| 41 | software libraries.
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| 42 |
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| 43 | Should this paper be accepted, I would therefore recommend to shorten the content on
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| 44 | the first two pages and to focus more on the example of human walking. The paper
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| 45 | already gives some hints to the design aspects, but these should be elaborated on in
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| 46 | more detail.
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| 47 |
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| 48 |
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| 49 |
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| 50 | ---------------------------- REVIEW 3 --------------------------
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| 51 | PAPER: 2
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| 52 | TITLE: Real-time realistic animation in the Crystal Space engine
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| 53 |
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| 54 | OVERALL RATING: 1 (weak accept)
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| 55 |
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| 56 | The paper presents recent results gained by the addition of new components dedicated
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| 57 | to the physical simulation of virtual worlds to the Crystal Space Engine. These are
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| 58 | a skeletal animated mesh, an animation blending tree, and several new animation
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| 59 | nodes.
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| 60 |
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| 61 | In the introduction section the authors present several requirements for realizing
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| 62 | realistic motions in virtual scenes and note that even simple actions, such as
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| 63 | walking depend on several parameters, such as the gender, the body size and weight.
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| 64 | Further on, grabbing intelligence, complex movements for collision avoidance, the
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| 65 | consideration of human skin bends as well as the consideration of face muscles is
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| 66 | stated as important.
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| 67 |
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| 68 | In the following sections these requirements were not explicitly addressed and thus
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| 69 | it remains unclear how the described plugins as well as the blending trees are
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| 70 | utilized to implement for instance the grabbing intelligence.
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| 71 |
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| 72 | The related work section argues mainly by citing web references to software products
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| 73 | but misses a consideration of relevant scientific work in the area of animation in
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| 74 | virtual worlds. When reading the discussion about already existing software it
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| 75 | remains unclear, on which related work the authors work is based on as well as it
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| 76 | misses to state the reasons for the choice. A detailed discussion of related work
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| 77 | based on the initially presented requirements is missing.
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| 78 |
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| 79 | The following sections 'Physical Simulation' as well as 'Skeletal Animation' are
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| 80 | unstructured and miss some kind of a connection to the previous section and it is
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| 81 | hard to differentiate the description of the already existing parts of the Crystal
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| 82 | Space engine and the authors' additions.
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| 83 |
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| 84 | Suggestions:
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| 85 |
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| 86 | Characterize the related work based on the requirements, otherwise it remains
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| 87 | unclear which aspects are completely new or if the main outcome is the combination
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| 88 | of all requirements.
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| 89 |
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| 90 | To the end of the introduction there should be a paragraph describing the upcoming
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| 91 | structure of the paper. There it should be added as well, which sections describe
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| 92 | basic concepts and existing features of CS (sections: Concepts of physical 'pysical simulation')
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| 93 |
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| 94 | For the state of the art section it would be especially interesting to
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| 95 | differentiate: which additions 1) are completely new or implement a more efficient
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| 96 | algorithm, 2) are already existing in commercial products but have not been made
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| 97 | available to the public (e.g. by open source or papers describing the algorithms).
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| 98 | Further on relevant scientific work needs to be identified and discussed. References
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| 99 | need to quote the date they have been accessed the last time.
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| 100 |
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