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Proceedings ArticleDOI

Interactive spacetime control for animation

Michael F. Cohen
- Vol. 26, Iss: 2, pp 293-302
TLDR
New techniques to design physically based, goal directed motion of synthetic creatures are described and an interactive framework for specifying constraints and objectives for the motion, and for guiding the numeric solution of the optimization problem is developed.
Abstract
This paper describes new techniques to design physically based, goal directed motion of synthetic creatures. More specifically, it concentrates on developing an interactive framework for specifying constraints and objectives for the motion, and for guiding the numericrd solution of the optimization problem thus defined. The ability to define, modify and guide constrained spacetime problems is provided through an interactive user interface. Innovations that are introduced include, (1) the subdivision of spacetime into discrete pieces, or Spacetime Windows, over which subproblems can be formulated and solved, (2) the use of cubic B-spline approximation techniques to define a C2 function for the creature’s time dependent degrees of freedom, (3) the use of both symbolic and numerical processes to construct and solve the constrained optimization problem, and (4) the ability to specify inequality and conditional constraints. Creatures, in the context of this work, consist of rigid links connected by joints defining a set of generalized degrees of freedom. Hybrid symbolic and numeric techniques to solve the resulting complex constrained optimization problems are made possible by the special structure of physically based models of such creatures, and by the recent development of symbolic algebraic languages. A graphical user interface process handles communication between the user and two other processes; one devoted to symbolic differentiation and manipulation of the constraints and objectives, and one that performs the iterative numerical solution of the optimization problem. The user interface itself provides both high and low level definition of, interaction with, and inspection of, the optimization process and the resulting animation. Implementation issues and experiments with the Spacetime Windows system are discussed,

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Citations
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Proceedings ArticleDOI

Retargetting motion to new characters

TL;DR: In this article, a spacetime constraints solver computes an adapted motion that re-establishes these constraints while preserving the frequency characteristics of the original signal, and demonstrate their approach on motion capture data.
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TL;DR: 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.
Proceedings ArticleDOI

A hierarchical approach to interactive motion editing for human-like figures

TL;DR: 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, and combines a hierarchical curve fitting technique with a new inverse kinematics solver.
References
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Book

Practical Methods of Optimization

TL;DR: The aim of this book is to provide a Discussion of Constrained Optimization and its Applications to Linear Programming and Other Optimization Problems.
Book

Introduction to Robotics mechanics and Control

John J. Craig
TL;DR: This chapter discusses Jacobians: Velocities and Static Forces, Robot Programming Languages and Systems, and Manipulator Dynamics, which focuses on the role of Jacobians in the control of Manipulators.