Results 1 - 10
of
200
Animating Human Athletics
, 1995
"... This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorith ..."
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Cited by 247 (21 self)
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This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles. We add secondarymotion to the animations with springmass simulations of clothing driven by the rigid-body motion of the simulated human. For each simulation, we compare the computed motion to that of humans performing similar maneuvers both qualitatively through the comparison of real and simulated video images and quantitatively through the comparison of simulated and biomechanical data.
A Hierarchical Approach to Interactive Motion Editing for Human-like Figures
, 1999
"... This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique wit ..."
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Cited by 153 (12 self)
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This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame. Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames. We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel B-spline representation which also provides a speedup for the interpolation. The performance of our system is further enhanced by the new inverse kinematics solver. We present a closed-form solution to compute the joint angles of a limb linkage. This analytical m...
Physically Based Motion Transformation
- SIGGRAPH 1999
, 1999
"... We introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. By using the spacetime constraints dynamics formulation our algorithm maintains realism of the original motion sequence without sacrificing full user control of t ..."
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Cited by 152 (6 self)
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We introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion. By using the spacetime constraints dynamics formulation our algorithm maintains realism of the original motion sequence without sacrificing full user control of the editing process. In contrast to
Design Galleries: A General Approach to Setting Parameters for Computer Graphics and Animation
, 1997
"... Image rendering maps scene parameters to output pixel values; animation maps motion-control parameters to trajectory values. Because these mapping functions are usually multidimensional, nonlinear, and discontinuous, #nding input parameters that yield desirable output values is often a painful pr ..."
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Cited by 151 (3 self)
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Image rendering maps scene parameters to output pixel values; animation maps motion-control parameters to trajectory values. Because these mapping functions are usually multidimensional, nonlinear, and discontinuous, #nding input parameters that yield desirable output values is often a painful process of manual tweaking. Interactiveevolution and inverse design are two general methodologies for computer-assisted parameter setting in which the computer plays a prominent role. In this paper we present another such methodology.
Efficient generation of motion transitions using spacetime constraints
, 1996
"... This paper describes the application of space time constraints to creating transitions between segments of human body motion. The motion transition generation uses a combination of spacetime constraints and inverse kinematic constraints to generate seamless and dynamically plausible transitions betw ..."
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Cited by 130 (9 self)
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This paper describes the application of space time constraints to creating transitions between segments of human body motion. The motion transition generation uses a combination of spacetime constraints and inverse kinematic constraints to generate seamless and dynamically plausible transitions between motion segments. We use a fast recursive dynamics formulation which makes it possible to use spacetime constraints on systems with many degrees of freedom, such as human figures. The system uses an interpreter of a motion expression language to allow the user to manipulate motion data, break it into pieces, and reassemble it into new, more complex, motions. We have successfully used the system to create basis motions, cyclic data, and seamless motion transitions on a human body model with 44 degrees of freedom. Additional Keywords and Phrases: computer animation, inverse kinematics, motion capture, motion control, human figure animation, cyclification. CR Categories and SubjectDescriptions: I.3.7 [Computer Graphics]:
Motion synthesis from annotations
- ACM Transactions on Graphics
, 2003
"... This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations — likewalk, run or jump — from a vocabulary which is freely chosen by the user. The system then assembles frames from a mo ..."
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Cited by 119 (5 self)
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This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations — likewalk, run or jump — from a vocabulary which is freely chosen by the user. The system then assembles frames from a motion database so that the final motion performs the specified actions at specified times. The motion can also be forced to pass through particular configurations at particular times, and to go to a particular position and orientation. Annotations can be painted positively (for example, must run), negatively (for example, may not run backwards) orasa don’t-care. The system uses a novel search method, based around dynamic programming at several scales, to obtain a solution efficiently so that authoring is interactive. Our results demonstrate that the method can generate smooth, natural-looking motion. The annotation vocabulary can be chosen to fit the application, and allows specification of composite motions (run andjump simultaneously, for example). The process requires a collection of motion data that has been annotated with the chosen vocabulary. This paper also describes an effective tool, based around repeated use of support vector machines, that allows a user to annotate a large collection of motions quickly and easily so that they may be used with the synthesis algorithm.
Synthesizing physically realistic human motion in low-dimensional, behaviorspecific spaces
- ACM Transactions on Graphics
, 2004
"... Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search sp ..."
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Cited by 111 (11 self)
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Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search space. The dimensionality is an artifact of the problem representation because most dynamic human behaviors are intrinsically low dimensional with, for example, legs and arms operating in a coordinated way. We describe a method that exploits this observation to create an optimization problem that is easier to solve. Our method utilizes an existing motion capture database to find a low-dimensional space that captures the properties of the desired behavior. We show that when the optimization problem is solved within this low-dimensional subspace, a sparse sketch can be used as an initial guess and full physics constraints can be enabled. We demonstrate the power of our approach with examples of forward, vertical, and turning jumps; with running and walking; and with several acrobatic flips.
Motion Capture Assisted Animation: Texturing and Synthesis
, 2002
"... We discuss a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom. Motion capture data is then used to enhance the animation. Detail is added to degrees of freedom that were keyframed, a ..."
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Cited by 105 (3 self)
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We discuss a method for creating animations that allows the animator to sketch an animation by setting a small number of keyframes on a fraction of the possible degrees of freedom. Motion capture data is then used to enhance the animation. Detail is added to degrees of freedom that were keyframed, a process we call texturing. Degrees of freedom that were not keyframed are synthesized. The method takes advantage of the fact that joint motions of an articulated figure are often correlated, so that given an incomplete data set, the missing degrees of freedom can be predicted from those that are present.
Fast animation and control of nonrigid structures
- Computer Graphics Proceedings, Annual Conference Series (Proc. ACM SIGGRAPH
, 1990
"... We describe a fast method for creating physically based animation of non-rigid objects. Rapid simulation of nonrigid behavior is based on global deformations. Constraints are used to connect non-rigid pieces to each other, forming complex models. Constraints also provide motion control, allowing mod ..."
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Cited by 98 (10 self)
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We describe a fast method for creating physically based animation of non-rigid objects. Rapid simulation of nonrigid behavior is based on global deformations. Constraints are used to connect non-rigid pieces to each other, forming complex models. Constraints also provide motion control, allowing model points to be moved accurately along specified trajectories. The use of deformations that are linear in the state of the system causes the constraint matrices to be constant. Pre-inverting these matrices therefore yields an enormous benefit in performance, allowing reasonably complex models to be manipulated at interactive speed.
Sensor-Actuator Networks
, 1993
"... Sensor-actuator networks (SANs) are a new approach for the physically-based animation of objects. The user supplies the configuratíon of a mechanical system that hás been augmented with simple sensors and actuators. It is then possible to automatically discover many possible modes of locomotion for ..."
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Cited by 90 (16 self)
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Sensor-actuator networks (SANs) are a new approach for the physically-based animation of objects. The user supplies the configuratíon of a mechanical system that hás been augmented with simple sensors and actuators. It is then possible to automatically discover many possible modes of locomotion for the given object. The SANs providing the control for these modes of locomotion are simple in structure and produce robust control. A SAN consists of a small non-linear network of weighted connections between sensors and actuators. A stochastic procedure for finding and then improving suitable SANs is given. Ten different creatures controlled by this method are presented.

