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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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Three applications of optimization in computer graphics

TL;DR: In this paper, nonlinear optimization is used to generate simple motions for legged creatures, the generation of models of truss structures, and the creation of constant mean curvature structures.
Journal ArticleDOI

Constraint-Based Prioritized Trajectory Planning for Multibody Systems

TL;DR: This paper presents a trajectory-planning method for multibody systems formulated as a constraint-solving problem on a set of variables expressing the motion of the multibODY system over a unite-time interval and an algorithm that iteratively updates the variables toward a locally optimal solution is derived.
Book ChapterDOI

Dynamic Animation of Deformable Bodies

TL;DR: The main existing models are reviewed, their advantages and limitations are discussed, and the solutions they offer to the highly challenging problem of interactions are studied.

Constraints in Interactive Graphical Applications

TL;DR: Though backtracking algorithms have not yet been used successfully in interactive graphical applications, a taxonomy of the constraint solving methods used to satisfy these systems and compare solver expressiveness and performance is described.
Dissertation

Virtual humanoids and presence in virtual environments

TL;DR: The central conclusion of the work can be summed up as the fact that virtual humanoids are beneficial for a number of interaction scenarios typically found in virtual environments.
References
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Journal ArticleDOI

Numerical recipes

Book

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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.