scispace - formally typeset
Proceedings ArticleDOI

Animating human athletics

TLDR
Algorithm for the animation of male and female models performing three dynamic athletic behaviors: running, bicycling, and vaulting using control algorithms that cause a physically realistic model to perform the desired maneuver.
Abstract
This paper describes algorithms for the animation of male and female models 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 two vaults. For each simulation, we compare the computed motion to that of humans performing similar maneuvers. We perform the comparison both qualitatively through real and simulated video images and quantitatively through simulated and biomechanical data.

read more

Content maybe subject to copyright    Report

Citations
More filters
Proceedings ArticleDOI

Motion graphs

TL;DR: This paper presents a novel method for creating realistic, controllable motion given a corpus of motion capture data, and presents a general framework for extracting particular graph walks that meet a user's specifications.
Proceedings ArticleDOI

Interactive control of avatars animated with human motion data

TL;DR: This paper shows that a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control and demonstrates the flexibility of the approach through four different applications.
Journal ArticleDOI

Dynamic Textures

TL;DR: A characterization of dynamic textures that poses the problems of modeling, learning, recognizing and synthesizing dynamic textures on a firm analytical footing and experimental evidence that, within the framework, even low-dimensional models can capture very complex visual phenomena is presented.
Proceedings ArticleDOI

Improv: a system for scripting interactive actors in virtual worlds

TL;DR: The combined system provides an integrated set of tools for authoring the "minds" and "bodies" of interactive actors, using an english−style scripting language so that creative experts who are not primarily programmers can create powerful interactive applications.
Proceedings ArticleDOI

Interactive motion generation from examples

TL;DR: This paper presents a framework that generates human motions by cutting and pasting motion capture data and can easily synthesize multiple motions that interact with each other using constraints, allowing a variety of choices for the animator.
References
More filters
Proceedings ArticleDOI

Flocks, herds and schools: A distributed behavioral model

TL;DR: In this article, an approach based on simulation as an alternative to scripting the paths of each bird individually is explored, with the simulated birds being the particles and the aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course.
Book

Legged Robots That Balance

TL;DR: Legged Robots that Balance as discussed by the authors describes the study of physical machines that run and balance on just one leg, including analysis, computer simulation, and laboratory experiments, and reveals that control of such machines is not particularly difficult.
Journal ArticleDOI

Stabilization of constraints and integrals of motion in dynamical systems

TL;DR: In this article, it is shown how the analytical relations can be satisfied in a stabilized manner in order to improve the numerical accuracy of the solution of the differential equations, which leads to a modified differential system which is often stable in the sense of Ljapunov.
Proceedings ArticleDOI

Evolving virtual creatures

Karl Sims
TL;DR: A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of creatures that move and behave in simulated three-dimensional physical worlds.
Journal ArticleDOI

Evolving 3d morphology and behavior by competition

Karl Sims
- 01 Jan 1994 - 
TL;DR: This article describes a system for the evolution and coevolution of virtual creatures that compete in physically simulated three-dimensional worlds that can adapt to each other as they evolve simultaneously.