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Geometry-Based Muscle Forces and Inverse Dynamics for Animation

机译:基于几何的肌肉力量和动画的逆动力学

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In this paper, we present an animation technique based on muscle forces, inverse dynamics and a parameter optimization. We do a crude motion planning in terms of accelerations. By integrating the accelerations given an initial configuration, we obtain all essential kinematic data. We evaluate the quality of motion planning by using various constraints and a performance index evaluated using inverse dynamics. The best motion can be chosen by using a parameter optimization method. The human motion is so complicated that it needs the motions to be coordinated nicely. The planned motion is checked using a criterion which we call the footprint function: ground reaction forces if the body is on the ground, acceleration of the body center as well as energy if it is in the air. In the motion planning for a body in the air, we reduce control variables so that we work with a smaller search space with only feasible motions. Then we include human skeletal and muscle geometry in the footprint function so that we can convert robotic rotary actuators to muscles using static optimization: given a set of joint torques, we distribute them to the eight sets of human low extremity muscles. We search most human-like animated motion from an infinite set of possible motions. We compare these with experimental data. Futhermore, the muscle geometric data obtained from our linear actuator modeling can be used in tissue animation.
机译:在本文中,我们介绍了一种基于肌肉力,逆动力学和参数优化的动画技术。我们在加速度方面做了粗略的运动规划。通过为初始配置集成加速度,我们获得了所有基本的运动数据。我们通过使用各种约束和使用逆动力学评估的性能指数来评估运动规划的质量。可以使用参数优化方法选择最佳运动。人类运动如此复杂,即它需要恰当地协调的动作。使用我们称之为足迹功能的标准检查计划的运动:如果主体在地面上,则接地反作用力,如果它在空气中,可以加速体中心以及能量。在空中身体的运动规划中,我们减少控制变量,以便我们使用较小的搜索空间,只有可行的动作。然后我们在足迹函数中包括人骨骼和肌肉几何形状,使我们可以使用静态优化将机器人旋转致动器转换为肌肉:给出一组关节扭矩,我们将它们分发给八组人的低端肌肉。我们从无限可能的运动中搜索大多数人类的动画动作。我们将这些与实验数据进行比较。从我们的线性执行器建模中获得的肌肉几何数据可用于组织动画。

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