Procedural Motion Control Techniques For Interactive Animation Of Human Figures Microform

DOWNLOAD
Download Procedural Motion Control Techniques For Interactive Animation Of Human Figures Microform PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Procedural Motion Control Techniques For Interactive Animation Of Human Figures Microform book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page
Procedural Motion Control Techniques For Interactive Animation Of Human Figures Microform
DOWNLOAD
Author : Armin Bruderlin
language : en
Publisher: National Library of Canada = Bibliothèque nationale du Canada
Release Date : 1995
Procedural Motion Control Techniques For Interactive Animation Of Human Figures Microform written by Armin Bruderlin and has been published by National Library of Canada = Bibliothèque nationale du Canada this book supported file pdf, txt, epub, kindle and other format this book has been release on 1995 with categories.
Procedural Motion Control Techniques
DOWNLOAD
Author : Armin Bruderlin
language : en
Publisher:
Release Date : 2017-03-28
Procedural Motion Control Techniques written by Armin Bruderlin and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-03-28 with categories.
Simulating And Generating Motions Of Human Figures
DOWNLOAD
Author : Katsu Yamane
language : en
Publisher: Springer Science & Business Media
Release Date : 2004-01-15
Simulating And Generating Motions Of Human Figures written by Katsu Yamane and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-01-15 with Computers categories.
This book focuses on two issues related to human figures: realtime dynamics computation and interactive motion generation. In spite of the growing interest in human figures as both physical robots and virtual characters, standard algorithms and tools for their kinematics and dynamics computation have not been investigated very much. "Simulating and Generating Motions of Human Figures" presents original algorithms to simulate, analyze, generate and control motions of human figures, all focusing on realtime and interactive computation. The book provides both practical methods for contact/collision simulation essential for the simulation of humanoid robots and virtual characters and a general framework for online, interactive motion generation of human figures based on the dynamics simulation algorithms.
Making Them Move
DOWNLOAD
Author : Norman I. Badler
language : en
Publisher: Taylor & Francis
Release Date : 2017-09-08
Making Them Move written by Norman I. Badler and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-09-08 with Computers categories.
Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficult and challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics. Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of Articulated Figures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computer graphics techniques for simulating human and animal figures in a natural and physically realistic manner.
Interactive Techniques For High Level Spacetime Editing Of Human Locomotion
DOWNLOAD
Author : Noah Lockwood
language : en
Publisher:
Release Date : 2016
Interactive Techniques For High Level Spacetime Editing Of Human Locomotion written by Noah Lockwood and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with categories.
In recent years, computer animated characters have become commonplace, often appearing extremely lifelike in movies, television, and video games. Unfortunately, animating digital characters remains difficult and time-consuming, pursued mostly by dedicated professionals, because conventional animation methods require careful control and coordination of many different low-level parameters which affect the believability of a character's pose and timing. In this thesis, we present techniques to allow high-level control of motions for animated human characters, by interactively editing existing locomotive motions. These techniques prioritize interactivity by allowing the user to manipulate more general or high-level aspects of the motion, such as a motion path. These techniques also have low data and computation requirements, as they operate on a single input motion without expensive optimization or simulation, allowing for instant feedback. The foundation of this work is a novel path-based editing algorithm based on simple and well-established biomechanical and physical principles of motion. After user manipulation of a motion path, the poses of the character along the path are automatically adjusted to match the new path, and an automatic timewarping procedure adjusts the timing of the new motion depending on its context, in order to remain consistent with the original even after large changes. Our two performance techniques utilize familiar input methods to control the path-based editing algorithm in different ways. First, based on a study exploring how users can express motion using their hands, our "finger walking" technique allows control of motion editing by mimicking full-body motion on a touch-sensitive tabletop. A further study was conducted to test automatic identification of the motion type of the performance, and to evaluate user satisfaction with the generated motions. The second technique uses handheld manipulation of a mobile device, such as a tablet or smartphone, to mimic a motion through space. Using only the simple and standard motion sensors in these devices, we developed two gestural methods for editing motion, with both discrete, one-off gestures and continuous "steering wheel" style control of an ongoing motion. Overall, the techniques presented in this thesis demonstrate that fast and interactive editing of human locomotion is possible using meaningful high-level controls, without requiring large amounts of additional motion data or computation.
Making Them Move
DOWNLOAD
Author : Norman I. Badler
language : en
Publisher:
Release Date : 2017
Making Them Move written by Norman I. Badler and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Electronic books categories.
"Current computer graphics hardware and software make it possible to synthesize near photo-realistic images, but the simulation of natural-looking motion of articulated figures remains a difficultand challenging task. Skillfully rendered animation of humans, animals, and robots can delight and move us, but simulating their realistic motion holds great promise for many other applications as well, including ergonomic engineering design, clinical diagnosis of pathological movements, rehabilitation therapy, and biomechanics.Making Them Move presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering who were invited to attend the Workshop on the Mechanics, Control and Animation of ArticulatedFigures held at the MIT Media Lab in April 1989. The book explores biological and robotic motor control, as well as state-of-the-art computergraphics techniques for simulating human and animal figures in a natural and physically realistic manner."--Provided by publisher.
Exploiting Quaternions To Support Expressive Interactive Character Motion
DOWNLOAD
Author : Michael Patrick Johnson
language : en
Publisher:
Release Date : 2003
Exploiting Quaternions To Support Expressive Interactive Character Motion written by Michael Patrick Johnson and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with categories.
A real-time motion engine for interactive synthetic characters, either virtual or physical, needs to allow expressivity and interactivity of motion in order to maintain the illusion of life. Canned animation examples from an animator or motion capture device are expressive, but not very interactive, often leading to repetition. Conversely, numerical procedural techniques such as Inverse Kinematics (IK) tend to be very interactive, but often appear "robotic" and require parameter tweaking by hand. We argue for the use of hybrid example-based learning techniques to incorporate expert knowledge of character motion in the form of animations into an interactive procedural engine. Example-based techniques require appropriate distance metrics, statistical analysis and synthesis primitives, along with the ability to blend examples; furthermore, many machine learning techniques are sensitive to the choice of representation. We show that a quaternion representation of the orientation of a joint affords us computational efficiency along with mathematical robustness, such as avoiding gimbal lock in the Euler angle representation. We show how to use quaternions and their exponential mappings to create distance metrics on character poses, perform simple statistical analysis of joint motion limits and blend multiple poses together. We demonstrate these joint primitives on three techniques which we consider useful for combining animation knowledge with procedural algorithms: 1) pose blending, 2) joint motion statistics and 3) expressive IK. We discuss several projects designed using these primitives and offer insights for programmers building real-time motion engines for expressive interactive characters.
Interactive Control Of Nonlinear Projection For Complex Animated Scenes Microform
DOWNLOAD
Author : Patrick Coleman
language : en
Publisher: Library and Archives Canada = Bibliothèque et Archives Canada
Release Date : 2004
Interactive Control Of Nonlinear Projection For Complex Animated Scenes Microform written by Patrick Coleman and has been published by Library and Archives Canada = Bibliothèque et Archives Canada this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with categories.
Linear perspective has long been at the foundation of most graphics systems. While it has proven to be effective for many applications, it offers limited creative control over the projection of a scene. Nonlinear projections allow for greater flexibility, but existing approaches do not adapt well to the interactive manipulation necessary for creative exploration. This thesis presents techniques for creating interactive nonlinear projections of complex scene geometry. A general nonlinear projection pipeline is presented that incorporates detailed control of projection, composition, illumination, and shadows. A high-level approach to creating nonlinear projections is then developed that builds upon this pipeline. This approach allows for direct specification of a nonlinear projection relative to an initial linear perspective view via the manipulation of feature proxies in the image plane. Additionally, procedural models of nonlinear projection are explored, including a hierarchal model and models that can respond to information such as object annotations, camera motion, and scene motion.
Parameter Spaces Spacetime Control And Motion Graphs For Automating The Animation Of Videogame Characters
DOWNLOAD
Author : Lorne McIntosh
language : en
Publisher:
Release Date : 2011
Parameter Spaces Spacetime Control And Motion Graphs For Automating The Animation Of Videogame Characters written by Lorne McIntosh and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Computer animation categories.
Character animations are a crucial part of many interactive applications, from training simulations to videogames. As these applications have become more sophisticated, the growing number of character animations required has made standard animation techniques like key-framing and motion-capture increasingly expensive and time-consuming. Procedurally generating animations appears to offer a solution. This thesis extends and combines work from several areas of procedural animation to create an end-to-end system for the automatic generation of character animations for interactive applications. Specifically, our architecture pairs Spacetime Control, used to automatically generate new physically-valid clips of character animation, with a data-driven playback technique, used to automatically generate continuous streams of character motion from these clips in real-time. Our approach exploits the natural parameterization present in videogames and character motion to organize and automate the procedural generation of large quantities of character animation. It also supports rapid-prototyping, easily handles animation design changes, and may potentially be operated from start to finish by a single user. We demonstrate this architecture with a working implementation and show results from an example scenario starring a humanoid character capable of dozens of generated motions including standing, walking, running, turning and stepping.
Exploiting Contacts For Interactive Control Of Animated Human Characters
DOWNLOAD
Author : Sumit Jain
language : en
Publisher:
Release Date : 2011
Exploiting Contacts For Interactive Control Of Animated Human Characters written by Sumit Jain and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Interactive computer graphics categories.
One of the common research goals in disciplines such as computer graphics and robotics is to understand the subtleties of human motion and develop tools for recreating natural and meaningful motion. Physical simulation of virtual human characters is a promising approach since it provides a testbed for developing and testing control strategies required to execute various human behaviors. Designing generic control algorithms for simulating a wide range of human activities, which can robustly adapt to varying physical environments, has remained a primary challenge. This dissertation introduces methods for generic and robust control of virtual characters in an interactive physical environment. Our approach is to use the information of the physical contacts between the character and her environment in the control design. We leverage high-level knowledge of the kinematics goals and the interaction with the surroundings to develop active control strategies that robustly adapt to variations in the physical scene. For synthesizing intentional motion requiring long-term planning, we exploit properties of the physical model for creating efficient and robust controllers in an interactive framework. The control design leverages the reference motion capture data and the contact information with the environment for interactive long-term planning. Finally, we propose a compact soft contact model for handling contacts for rigid body virtual characters. This model aims at improving the robustness of existing control methods without adding any complexity to the control design and opens up possibilities for new control algorithms to synthesize agile human motion.