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Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)最新文献

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Constrained framespace interpolation 约束帧空间插值
Golam Ashraf, Kok Cheong Wong
This paper aims to consistently blend different types of motions after establishing automatic correspondence between their salient features. Framespace interpolation is a consistent forward kinematics motion transition technique that uses weights from input spline curves to warp and blend motions. Its application has been limited to interactive interpolation of two or four cyclic motions. Though based on principles that minimize violations like sliding of supporting end-effectors, it does not guarantee slide-free motion. This paper extends the application of framespace interpolation to an unlimited chain of cyclic and acyclic motions, via an improved coordination warp and constraints on transition curves. Inverse kinematics has been seamlessly used to correct slide-violations on the fly. These extensions have opened up exciting possibilities in real-time cyclification, blending and concatenation of a wide variety of human motions.
本文的目的是在不同类型的动作之间建立显著特征之间的自动对应关系后,始终如一地混合不同类型的动作。帧空间插值是一种一致的正运动学运动转换技术,它使用输入样条曲线的权重来翘曲和混合运动。它的应用仅限于两周期或四周期运动的交互插补。虽然基于最小化支持末端执行器滑动等违规行为的原则,但它并不能保证无滑动运动。本文通过改进的坐标翘曲和过渡曲线的约束,将帧空间插值的应用扩展到无限循环和非循环运动链。逆运动学已被无缝地用于纠正滑行违反飞行。这些扩展开辟了令人兴奋的可能性在实时循环,混合和各种各样的人体运动的连接。
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引用次数: 19
Automatic in-betweening in computer assisted animation by exploiting 2.5D modelling techniques 利用2.5D建模技术,在计算机辅助动画中自动中间
F. D. Fiore, Philip Schaeken, Koen Elens, F. Reeth
This paper introduces a new method for automatic in-betweening in computer assisted traditional animation. The solution is based on novel 2.5D modelling and animation techniques within the context of a multi-level approach, starting with basic 2D drawing primitives (curves) at level 0, over explicit 2.5D modelling structures at level 1 and inclusion of 3D information by means of skeletons at level 2, to high-level deformation tools (and possibly other tools for supporting specific purposes such as facial expression) at level 3. The underlying methodologies are explained and implementation results are elucidated.
本文介绍了一种计算机辅助传统动画自动中间化的新方法。该解决方案基于多层次方法背景下的新型2.5D建模和动画技术,从0级的基本2D绘图原语(曲线)开始,在1级超过明确的2.5D建模结构,并通过2级的骨骼包含3D信息,到3级的高级变形工具(以及可能支持特定目的的其他工具,如面部表情)。解释了基本的方法,并阐明了实施结果。
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引用次数: 55
Pedestrians: creating agent behaviors through statistical analysis of observation data 行人:通过对观察数据的统计分析,创造agent行为
K. Ashida, Seung-Joo Lee, J. Allbeck, H. C. Sun, N. Badler, Dimitris N. Metaxas
Creating a complex virtual environment with human inhabitants that behave as we would expect real humans to behave is a difficult and time consuming task. Time must be spent to construct the environment, to create human figures, to create animations for the agents' actions, and to create controls for the agents' behaviors, such as scripts, plans, and decision-makers. Often work done for one virtual environment must be completely replicated for another. The creation of robust, procedural actions that can be ported from one simulation to another would ease the creation of new virtual environments. As walking is useful in many different virtual environments, the creation of natural looking walking is important. In this paper we present a system for producing more natural looking walking by incorporating actions for the upper body. We aim to provide a tool that authors of virtual environments can use to add realism to their characters without effort.
创造一个复杂的虚拟环境,让人类居民的行为与我们期望的真实人类的行为一样,是一项困难且耗时的任务。必须花费时间来构建环境,创建人物,为代理的动作创建动画,并为代理的行为(如脚本、计划和决策者)创建控件。通常,在一个虚拟环境中完成的工作必须完全复制到另一个虚拟环境中。创建可以从一个模拟移植到另一个模拟的健壮的程序化操作将简化新虚拟环境的创建。由于行走在许多不同的虚拟环境中都很有用,因此创造自然的行走效果非常重要。在本文中,我们提出了一个系统,以产生更自然的走路,结合上半身的行动。我们的目标是提供一个工具,让虚拟环境的作者可以毫不费力地为他们的角色添加现实主义。
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引用次数: 60
Integration of optimization by genetic algorithms into an L-system-based animation system 将遗传算法优化集成到基于l系统的动画系统中
H. Noser, P. Stucki, H. Walser
In computer graphics L-systems represent a powerful rule-based language for modeling complex objects and their animation. However, designing objects and animations by rules is a difficult task because designers often cannot foresee the consequences of rules. This is especially true for non-experts in the domain. Therefore, we propose to enhance an L-system based animation system with evolutionary features based on genetic algorithms (GAs). These features support the designers' task of interactively modeling objects and animations. Starting from an initial population of L-system-defined objects, the computer proposes iteratively new populations based on fitness value that are determined by the designers' creative or functional criteria. Moreover, automatic optimization of L-system-defined objects/animations is possible if an appropriate fitness function can be found for a given problem. We present a concept to integrate optimization by genetic algorithms into an L-system based animation system. Typical examples, such as automatic function optimization and creative interactive design of objects, illustrate our work.
在计算机图形学中,l系统代表了一种强大的基于规则的语言,用于对复杂对象及其动画进行建模。然而,根据规则设计对象和动画是一项困难的任务,因为设计师通常无法预见规则的后果。对于该领域的非专家来说尤其如此。因此,我们提出了基于遗传算法(GAs)的进化特征来增强基于l系统的动画系统。这些特性支持设计者对对象和动画进行交互建模的任务。从l系统定义的对象的初始种群开始,计算机根据设计者的创造性或功能标准确定的适应度值迭代地提出新的种群。此外,如果可以为给定的问题找到合适的适应度函数,l系统定义的对象/动画的自动优化是可能的。我们提出了一种将遗传算法优化集成到基于l系统的动画系统中的概念。典型的例子,如自动功能优化和对象的创造性交互设计,说明了我们的工作。
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引用次数: 7
Human spine posture estimation from video images based on connected vertebra spheres model 基于连通椎体球模型的视频图像人体脊柱姿态估计
D. Furukawa, K. Mori, Y. Suenaga
This paper reports a method for estimating human spine posture using the front and side views of a human body taken by a video camera. We present here a new 3D model to estimate the spine posture using connected vertebra spheres. In this model, each vertebra forming the spine is approximated as a sphere. The spine is approximated as a series of spheres connecting each other. Each sphere has the control points to represent the outer shape of the body. The spine posture is estimated by moving the sphere and the control points. The estimation is performed by calculating the matching ratio between a projected image of the model and an input image. X-ray CT slices are used for the construction of the model. We applied the proposed method to real human images. The experimental results show that our 3D model worked reasonably well for the estimation of human spine posture based on real human images.
本文报告了一种利用摄像机拍摄的人体正面和侧面视图来估计人体脊柱姿势的方法。我们在这里提出了一个新的3D模型来估计脊柱姿势使用连接椎体球体。在这个模型中,形成脊柱的每个椎体近似为一个球体。脊柱近似为一系列相互连接的球体。每个球体都有控制点来表示物体的外部形状。通过移动球体和控制点来估计脊柱姿态。通过计算模型的投影图像与输入图像之间的匹配比率来进行估计。x射线CT切片用于构建模型。我们将该方法应用于真实的人体图像。实验结果表明,我们的三维模型可以很好地估计基于真实人体图像的人体脊柱姿态。
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引用次数: 4
Real-time cloth simulation with sparse particles and curved faces 具有稀疏颗粒和曲面的实时布料模拟
Masaki Oshita, A. Makinouchi
In this paper, we present a novel technique for real-time cloth simulation. The method combines dynamic simulation and geometric techniques. Only a small number of particles (a few hundred at maximum) are controlled using dynamic simulation to simulate global cloth behaviors such as waving and bending. The cloth surface is then smoothed based on the elastic forces applied to each particle and the distance between each pair of adjacent particles. Using this geometric smoothing, local cloth behaviors such as twists and wrinkles are efficiently simulated. The proposed method is very simple, and is easy to implement and integrate with existing particle-based systems. We also describe a particle-based simulation system for efficient simulation with sparse particles. The proposed method has animated a skirt with rich details in real-time.
在本文中,我们提出了一种新的实时布料仿真技术。该方法将动态仿真技术与几何技术相结合。只有少数粒子(最多几百个)可以通过动态模拟来控制,以模拟布的整体行为,如摆动和弯曲。然后,基于施加在每个粒子上的弹性力和每对相邻粒子之间的距离,布料表面被平滑。利用这种几何平滑,有效地模拟了织物的局部行为,如扭曲和褶皱。该方法非常简单,易于实现并与现有的基于粒子的系统集成。我们还描述了一个基于粒子的模拟系统,用于稀疏粒子的高效模拟。该方法实现了具有丰富细节的裙子的实时动画。
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引用次数: 46
Animation based in dynamic simulation involving irregular objects with non-homogeneous rugosities 基于非均匀不规则物体动态仿真的动画
Luís A. Rivera, P. Carvalho, L. Velho
We propose a new technique that provides a unified framework for modeling the collision dynamics of objects having arbitrary shape and rugosity. The technique assumes that boundary of the object is expressed by elementary segments with some random distribution of perturbation. Collision detection and treatment is done considering this conceptual representation. In order to efficiently detect collisions between irregular objects, we introduce the augmented oriented bounded box tree.
我们提出了一种新的技术,为具有任意形状和粗糙度的物体的碰撞动力学建模提供了一个统一的框架。该方法假定物体的边界由扰动随机分布的初等线段表示。碰撞检测和处理是根据这种概念表示来完成的。为了有效地检测不规则物体之间的碰撞,我们引入了增强的定向有界框树。
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引用次数: 2
T4: a motion-capture-based goal-directed real-time responsive locomotion engine T4:基于动作捕捉的目标导向实时响应运动引擎
Tadasuke Tsumura, Takeharu Yoshizuka, Takashi Nojirino, T. Noma
This paper presents a new locomotion engine called T4. T4 is designed to cover walking motions on a horizontal floor, including straight/curved locomotion and turning-around, with captured motion data. It combines a step planner which determines parameters for the next step, and a database of captured step motion data. Captured step data are managed as 6D Delaunay triangles, and valid blended step motion data are obtained from the requested step parameters. The above mechanism realizes: (1) validity of blended data, (2) goal-directed property, (3) responsiveness, (4) realtime performance, and (5) reality from motion capture.
本文介绍了一种新型的运动发动机——T4。T4设计用于覆盖水平地板上的行走运动,包括直线/弯曲运动和转身,并捕获运动数据。它结合了一个确定下一步参数的步长规划器和一个捕获步长运动数据的数据库。捕获的步进数据被管理为6D Delaunay三角形,并从请求的步进参数中获得有效的混合步进运动数据。上述机制实现了:(1)混合数据的有效性,(2)目标导向特性,(3)响应性,(4)实时性,(5)动作捕捉的真实感。
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引用次数: 7
Simulating virtual human crowds with a leader-follower model 用领导者-追随者模型模拟虚拟人群
Tsai-Yen Li, Ying-Jiun Jeng, Shi-Ing Chang
Although virtual humans have been an active research topic for many years, most research has focused on simulating various aspects of a humanoid instead of a crowd of people. We report our progress on generating collision free gross motions for multiple virtual crowds. Each virtual crowd consists of a leader and many followers. The leader is in charge of generating motions for its own group with the motions of other crowds taken into account. The followers use artificial life principles to follow the leader as it moves towards the goal. The high degrees of freedom involved in the crowd simulation system present a great challenge for gross motion planning. We adopt a decoupled path-planning approach, in which the paths being executed by other leaders become the motion constraint of the current leader under consideration. In addition, we take a unified view of search space to extend the planner to consider a whole crowd instead of just its leader. Experimental results show that our planner can efficiently generate satisfactory motions. We believe that such a planning system is a good addition to controlling groups of avatars in a 3D virtual environment.
尽管多年来虚拟人一直是一个活跃的研究课题,但大多数研究都集中在模拟类人的各个方面,而不是一群人。我们报告了我们在为多个虚拟人群生成无碰撞总运动方面的进展。每个虚拟群体由一个领导者和许多追随者组成。领导者负责为自己的群体产生动作,同时考虑到其他群体的动作。追随者使用人为的生活原则跟随领导者朝着目标前进。人群仿真系统的高自由度对总体运动规划提出了很大的挑战。我们采用解耦路径规划方法,其中其他leader正在执行的路径成为当前leader的运动约束。此外,我们采用统一的搜索空间视图,将计划器扩展到考虑整个人群而不仅仅是其领导者。实验结果表明,该规划器能有效地生成满意的运动。我们相信,这样一个规划系统是一个很好的补充,以控制组的虚拟人物在三维虚拟环境。
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引用次数: 45
A layered approach to deformable modeling and animation 可变形建模和动画的分层方法
C. Chua, U. Neumann
Our approach integrates three mechanisms needed to model and animate deformable objects: controlling mechanisms, geometric surface deformation, and mesh refinement. Most approaches focus either modeling the physically correct behavior or alternative representations for deformable models. This results in a set of method specific algorithms that best represents a particular class of deformable objects. By encapsulating each process, our system introduces the interface that allows one to integrate existing controllers in a modular fashion. We demonstrate this in our system by instantiating a hardware accelerated free form deformation for geometric deformation and midpoint subdivision for mesh refinement. Finally, we discuss the available options for the controlling mechanisms and show how this approach leads to a generalizable framework.
我们的方法集成了建模和动画可变形对象所需的三种机制:控制机制,几何表面变形和网格细化。大多数方法的重点要么是为物理上正确的行为建模,要么是可变形模型的替代表示。这将产生一组特定于方法的算法,这些算法最好地表示特定类型的可变形对象。通过封装每个进程,我们的系统引入了允许以模块化方式集成现有控制器的接口。我们在我们的系统中通过实例化用于几何变形的硬件加速自由形式变形和用于网格细化的中点细分来证明这一点。最后,我们讨论了控制机制的可用选项,并展示了这种方法如何导致一个可推广的框架。
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引用次数: 3
期刊
Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596)
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