Journal ArticleDOI
Spacetime constraints
Andrew Witkin,Michael Kass +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.read more
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
Yuichi Tazaki,Tatsuya Suzuki +1 more
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
Marie-Paule Gascuel,Claude Puech +1 more
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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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
Charles A. Klein,C.-H. Huang +1 more
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.