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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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Proceedings ArticleDOI

Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation

TL;DR: This work presents a novel technique for editing motion captured animation that produces physically plausible adaptated animations that satisfy alterations in foot and hand contact placement with the animated character's surroundings.
Dissertation

Motion planning : from digital actors to humanoid robots

TL;DR: In this paper, a three-stage strategy is proposed to solve the problem of generating motions for human-like figures that manipulate bulky objects while walking, and several interesting problems and their solutions are brought into focus.
Journal ArticleDOI

The virtual erector set: dynamic simulation with linear recursive constraint propagation

SchröderPeter, +1 more
- 01 Feb 1990 - 
TL;DR: An algorithm for rigid body dynamics is implemented which unifies the advantages of linear recursive algorithms with theadvantages of earlier linear algebra based constraint force approaches.

Goniometric Light Reconstruction for Augmented Reality Image Synthesis

TL;DR: A new image-based approach for the reconstruction of light and material properties from a set of photographs and how to use anti-aliasing techniques to improve the display quality especially at the edges between real and synthetic objects is described.
Book ChapterDOI

Virtual Clay: Haptics-Based Deformable Solids of Arbitrary Topology

TL;DR: This paper presents Virtual Clay as a novel, interactive, dynamic, haptics-based deformable solid of arbitrary topology, and formulate the mathematics of Virtual Clay through the integration of the geometry of subdivision solids with the principle of physics-based CAGD.
References
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Journal ArticleDOI

Numerical recipes

Book

Classical Mechanics

Proceedings ArticleDOI

Elastically deformable models

TL;DR: The description of shape and the description of motion are unified and differential equations that model the behavior of non-rigid curves, surfaces, and solids as a function of time are constructed.
Journal ArticleDOI

Review of pseudoinverse control for use with kinematically redundant manipulators

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.