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ABSTRACT: We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty.
IEEE Transactions on Visualization and Computer Graphics 05/2010; · 2.21 Impact Factor
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ABSTRACT: Motion retargeting can be achieved by direct shape deformation transfer but may be visually unrealistic and physically incorrect. The purpose of this study is to include the consideration of physical properties for more realistic target motion synthesis. After partitioning source and target objects into segments, each segment mass and center of mass (COM) position/velocity are estimated. The target animation is generated by minimizing the difference in total linear momentum between source and target. Weighting functions for addressing the importance of segment motion and constraints on unrealistic segment length/velocity are also included. The results show that target movement amplitude and velocity are generally smaller than those of the source animation and with less seemly unrealistic motion. Thus, plausible animation can be generated by the retargeting procedures proposed in this study. The same methods may be applied to a variety of different target models for realistic motion synthesis.
Intelligent Information Hiding and Multimedia Signal Processing, 2007. IIHMSP 2007. Third International Conference on; 12/2007
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3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2007), Kaohsiung, Taiwan, 26-28 November 2007, Proceedings; 01/2007
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[show abstract]
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ABSTRACT: We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty.
IEEE Transactions on Visualization and Computer Graphics 16(2):325-37. · 2.21 Impact Factor
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[show abstract]
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ABSTRACT: Motion retargeting can be achieved by direct shape deformation transfer but may be visually unrealistic and physically incorrect. The purpose of this study is to include the consideration of physical properties for more realistic target motion synthesis. After partitioning source and target objects into segments, each segment mass and center of mass (COM) position/velocity are estimated. The target animation is generated by minimizing the difference in total linear momentum between source and target. Weighting functions for addressing the importance of segment motion and constraints on unrealistic segment length/velocity are also included. The results show that target movement amplitude and velocity are generally smaller than those of the source animation and with less seemly unrealistic motion. Thus, plausible animation can be generated by the retargeting procedures proposed in this study. The same methods may be applied to a variety of different target models for realistic motion synthesis.
Intelligent Information Hiding and Multimedia Signal Processing, International Conference on. 1:349-352.