Conference Paper

On the beat!: timing and tension for dynamic characters.

DOI: 10.1145/1272690.1272723 Conference: Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2007, San Diego, California, USA, August 2-4, 2007
Source: DBLP

ABSTRACT Dynamic simulation is a promising complement to kinematic motion synthesis, pa rticularly in cases where sim- ulated characters need to respond to unpredictable interactions. Moving b eyond simple rag-doll effects, though, requires dynamic control. The main issue with dynamic control is that there are no standardized techniques that allow an animator to precisely specify the timing of the motion while still providing na tural response to exter- nal disturbances. The few proposed techniques that address this prob lem are based on heuristically or manually tuning proportional-derivative (PD) control parameters and do not gen eralize easily. We propose an approach to dynamic character control that is able to hon or timing constraints, to provide natural- looking motion and to allow for realistic response to perturbations. Our appro ach uses traditional PD control to interpolate between key-frames. The key innovation is that the parameter s of the PD controllers are computed for each joint analytically. By continuously updating these parameters over time, the controller is able to respond naturally to both external perturbations and changes in the state of the char acter.

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Available from: Ari Shapiro, Aug 28, 2015
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    • "Most of the contributions have addressed the control of articulated figures using robotics-inspired ID controllers. This has inspired many works for handling different types of motor tasks such as walking, running (Hodgins et al, 1995), composing these tasks (Faloutsos et al, 2001) and easying the hard process of tuning such controllers (Allen et al, 2007). "
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    ABSTRACT: Virtual characters playing in a realistic way virtual musical instruments need to interact in real-time with the simulated sounding environment. Dynamic simulation is a promising approach to finely represent and modulate this interaction. Moreover, capturing human motion provides a database covering a large variety of gestures with different levels of expressivity. We propose in this paper a new data-driven hybrid control technique combining Inverse Kinematics (IK) and Inverse Dynamics (ID) controllers, and we define an application for consistently editing the motion to be simulated by virtual characters performing percussion gestures.
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    • "This has inspired many works for handling different types of motor tasks such as walking, running [2], composing these tasks[3] and easying the hard and time-consuming process of tuning such PD controllers [4]. More related to our work are hybrid methods combining physics-based controllers and kinematic motion data, which aim at associating the advantage of user controllability of kinematics methods and the responsiveness of dynamics controllers . "
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    ABSTRACT: Virtual characters playing virtual musical instruments must interact in real-time with the sounding environment. Dynamic simulation is a promising approach to finely represent and modulate this interaction. Moreover, captured human motion can provide a database covering a large variety of gestures with various levels of expressivity. We propose in this paper a physics-based environment in which a virtual percussionist is dynamically controlled and interacts with a physics-based sound synthesis algorithm. We show how an asynchronous architecture, including motion and sound simulation, as well as visual and sound outputs can take advantage of the parameterization of both gesture and sound that influence the resulting virtual instrumental performance.
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    ABSTRACT: Presented is a review of existing methods for creating physically-based character animation. We argue that creating dynamic variation to defined motions is the main benefit of these methods. Additionally, our proposed research in the area of dynamic stylization of the character animation based on physical methods is included here.
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