Optimal motion trajectories
Realistic character animation with control
Physically based motion transformation, Popovi and Witkin Synthesis of complex dynamic character motion from simple animation, Liu and Popovi
Optimal motion Physically based motion transformation, Popovi and - - PowerPoint PPT Presentation
Realistic character animation with control Optimal motion Physically based motion transformation, Popovi and Witkin trajectories Synthesis of complex dynamic character motion from simple animation, Liu and Popovi Highly dynamic motion
Physically based motion transformation, Popovi and Witkin Synthesis of complex dynamic character motion from simple animation, Liu and Popovi
rich and realistic but hard to edit
works well only for small deformations no high-level editing constraints
by making one leg stiff
by reducing gravity
by reducing the floor impact forces
expressiveness of captured data controllability of the spacetime model
complex model simplified model
Original motion Final motion Spacetime motion model Transformed spacetime motion
Fitting Spacetime editing
Reconstruction Fitting
Remove irrelevant DOFs Reduce passive body structures to mass points Exploit symmetric movement
Human run Human jump
muscle forces: contact forces: Qk = ks(qk − qm) − kd( ˙ qk − ˙ qm) Qc = qλ ∂p ∂q
Em = ¨ q2
m
Ed = [ho(qo) − hs(qs)]2 E = wd
qλ qk qm
Original motion Final motion Spacetime motion model Transformed spacetime motion
Fitting
simplified model complex model Spacetime editing Reconstruction Spacetime editing
Foot placements and timing Introduce a new obstacle
Minimize floor impact forces Make dynamic balance more important
Shorten a leg Redistribute mass Modify muscle characteristic Gravity
Original motion Final motion Spacetime motion model Transformed spacetime motion
Fitting
simplified model complex model Spacetime editing Reconstruction Reconstruction
Original motion handles (h(qo)) Spacetime fit handles (simplified model, h(qs)) Transformed spacetime handles (h(qt))
h(qf) = h(qo) + (h(qt) - h(qs))
minimizes Edm(qo, qf) subject to handle displacement: h(qf) = h(qo) + (h(qt) - h(qs)) mechanical and pose constraints: C(qf) = 0
input mocap motion simplified motion edited motion reconstructed motion
Fitting Editing Reconstructing
input mocap motion simplified motion edited motion reconstructed motion
Fitting Reconstructing Editing
The model simplification is done in an ad-hoc way. Can you think
Can this algorithm work with more lethargic or kinematics motion, such as picking up an object? Does this algorithm guarantee physical realism in the reconstructed motion?