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Journal ArticleDOI

Spacetime constraints

Andrew Witkin, +1 more
- pp 159-168
TLDR
This work presents as examples a Luxo lamp performing a variety of coordinated motions that conform to such principles of traditional animation as anticipation, squash-and-stretch, follow-through, and timing.
Abstract
Spacetime constraints are a new method for creating character animation. The animator specifies what the character has to do, for instance, "jump from here to there, clearing a hurdle in between;" how the motion should be performed, for instance "don't waste energy," or "come down hard enough to splatter whatever you land on;" the character's physical structure---the geometry, mass, connectivity, etc. of the parts; and the physical resources' available to the character to accomplish the motion, for instance the character's muscles, a floor to push off from, etc. The requirements contained in this description, together with Newton's laws, comprise a problem of constrained optimization. The solution to this problem is a physically valid motion satisfying the "what" constraints and optimizing the "how" criteria. We present as examples a Luxo lamp performing a variety of coordinated motions. These realistic motions conform to such principles of traditional animation as anticipation, squash-and-stretch, follow-through, and timing.

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Citations
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Procedural animation of emotionally expressive gaze shifts in virtual embodied characters

TL;DR: In this paper, the Expressive Gaze Model (EGM) is proposed to generate gaze shifts that display emotion states without using motion capture of the displayed emotion, and the results demonstrate that gaze shifts can be generated from these low-level gaze behaviors.
Dissertation

Novel Approaches for Generating Video Textures

Wentao Fan
TL;DR: A new approach for generating video textures using probabilistic principal components analysis (PPCA) and Gaussian process dynamical model (GPDM) and GPDM is proposed, a nonparametric model for learning high-dimensional nonlinear dynamical data sets.
Proceedings ArticleDOI

Towards Computer-Aided Imagery in Sport and Exercise

TL;DR: This work-in-progress report describes the research framework, methods and hypotheses of the ongoing user study that investigates computer-aided imagery (CAI) in context of climbing.
References
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Proceedings ArticleDOI

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Journal ArticleDOI

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TL;DR: Kinematically redundant manipulators have a number of potential advantages over current manipulator designs and velocity control through pseudoinverses is suggested for this type of arm.
Proceedings ArticleDOI

Principles of traditional animation applied to 3D computer animation

TL;DR: The basic principles of traditional 2D hand drawn animation and their application to 3D computer animation are described and how these principles evolved is described.