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47
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...
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.
Spacetime Constraints Revisited
"... The Spacetime Constraints (SC) paradigm, whereby the animator specifies what an animated figure should do but not how to do it, is a very appealing approach to animation. However, the algorithms available for realizing the SC approach are limited. Current techniques are local in nature: they all use ..."
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Cited by 89 (8 self)
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The Spacetime Constraints (SC) paradigm, whereby the animator specifies what an animated figure should do but not how to do it, is a very appealing approach to animation. However, the algorithms available for realizing the SC approach are limited. Current techniques are local in nature: they all use some kind of perturbational analysis to refine an initial trajectory. We propose a global search algorithm that is capable of generating multiple novel trajectories for SC problems from scratch. The key elements of our search strategy are a method for encoding trajectories as behaviors, and a genetic search algorithm for choosing behavior parameters that is currently implemented on a massively parallel computer. We describe the algorithm and show computed solutions to SC problems for 2D articulated figures. CR Categories: I.2.6 [Artificial Intelligence]: Learning--- parameter learning. I.2.6 [Artificial Intelligence]: Problem Solving, Control Methods and Search---heuristic methods. I.3.7 [...
Adapting Simulated Behaviors for New Characters
, 1997
"... This paper describes an algorithm for automatically adapting existing simulated behaviors to new characters. Animating a new character is difficult because a control system tuned for one character will not, in general, work on a character with different limb lengths, masses, or moments of inertia. T ..."
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Cited by 80 (5 self)
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This paper describes an algorithm for automatically adapting existing simulated behaviors to new characters. Animating a new character is difficult because a control system tuned for one character will not, in general, work on a character with different limb lengths, masses, or moments of inertia. The algorithm presented here adapts the control system to a new character in two stages. First, the control system parameters are scaled based on the sizes, masses, and moments of inertia of the new and the original characters. Then a subset of the parameters is fine-tuned using a search process based on simulated annealing. To demonstrate the effectiveness of this approach, we animate the running motion of a woman, child, and imaginary character by modifying the control system for a man. We also animate the bicycling motion of a second imaginary character by modifying the control system for a man. We evaluate the results of this approach by comparing the motion of the simulated human runners...
NeuroAnimator: Fast Neural Network Emulation and Control of Physics-Based Models
, 1998
"... Animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. Likewise, finding controllers that enable physics-based models to produce desired animations usually entails formidable computational cost. This paper de ..."
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Cited by 78 (3 self)
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Animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. Likewise, finding controllers that enable physics-based models to produce desired animations usually entails formidable computational cost. This paper demonstrates the possibility of replacing the numerical simulation and control of model dynamics with a dramatically more efficient alternative. In particular, we propose the NeuroAnimator, a novel approach to creating physically realistic animation that exploits neural networks. NeuroAnimators are automatically trained off-line to emulate physical dynamics through the observation of physics-based models in action. Depending on the model, its neural network emulator can yield physically realistic animation one or two orders of magnitude faster than conventional numerical simulation. Furthermore, by exploiting the network structure of the NeuroAnimator, we introduce a fast algorithm for learning controllers that enables either physics-based models or their neural network emulators to synthesize motions satisfying prescribed animation goals. We demonstrate NeuroAnimators for passive and active (actuated) rigid body, articulated, and deformable physics-based models.
Efficient Synthesis of Physically Valid Human Motion
, 2003
"... Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Tra ..."
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Cited by 75 (3 self)
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Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D²) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
Interactive Manipulation of Rigid Body Simulations
- SIGGRAPH 2000
, 2000
"... Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realisti ..."
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Cited by 58 (6 self)
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Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realistic motions. The resulting motion, however, is difficult to control because even a small adjustment of the input parameters can drastically affect the subsequent motion. Furthermore, the animator often wishes to change the endresult of the motion instead of the initial physical parameters. We describe
Sampling Plausible Solutions to Multi-body Constraint Problems
, 2000
"... Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the avai ..."
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Cited by 50 (2 self)
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Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with "good" animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints. CR Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation; I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Physically based modeling; I.6.5 [Simulation and Modeling]: Model Development - Modeling methodologies G.3 [Probability and Statistics]: Probabilistic algorithms; Keywords: plausible motion, Markov chain Monte Carlo, motion synthesis, spacetime constraints 1
Beyond Keyframing: An Algorithmic Approach to Animation
- Proceedings of Graphics Interface '92
, 1992
"... The use of physical system simulation has led to realistic animation of passive objects, such as sliding blocks or bouncing balls. However, complex active objects like human figures and insects need a control mechanism to direct their movements. We present a paradigm that combines the advantages of ..."
Abstract
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Cited by 31 (1 self)
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The use of physical system simulation has led to realistic animation of passive objects, such as sliding blocks or bouncing balls. However, complex active objects like human figures and insects need a control mechanism to direct their movements. We present a paradigm that combines the advantages of both physical simulation and algorithmic specification of movement. The animator writes an algorithm to control the object and runs this algorithm on a physical simulator to produce the animation. Algorithms can be reused or combined to produce complex sequences of movements, eliminating the need for keyframing. We have applied this paradigm to control a biped which can walk and can climb stairs. The walking algorithm is presented along with the results from testing with the Newton simulation system.

