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Feature-Based Control of Physics-Based Character Animation.

机译:基于特征的物理角色动画控制。

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摘要

Creating controllers for physics-based characters is a long-standing open problem in animation and robotics. Such controllers would have numerous applications while potentially yielding insight into human motion. Creating controllers remains difficult: current approaches are either constrained to track motion capture data, are not robust, or provide limited control over style.;This thesis presents an approach to control of physics-based characters based on high-level features of human movement, such as center-of-mass, angular momentum, and end-effector motion. Objective terms are used to control each feature, and are combined via optimization. We show how locomotion can be expressed in terms of a small number of features that control balance and end-effectors. This approach is used to build controllers for biped balancing, jumping, walking, and jogging.;These controllers provide numerous benefits: human-like qualities such as arm-swing, heel-off, and hip-shoulder counter-rotation emerge automatically during walking; controllers are robust to changes in body parameters; control parameters apply to intuitive properties; and controller may be mapped onto entirely new bipeds with different topology and mass distribution, without controller modifications. Transitions between multiple types of gaits, including walking, jumping, and jogging, emerge automatically. Controllers can traverse challenging terrain while following high-level user commands at interactive rates. This approach uses no motion capture or off-line optimization process.;Although we focus on the challenging case of bipedal locomotion, many other types of controllers stand to benefit from our approach.
机译:在动画和机器人技术中,为基于物理的角色创建控制器是一个长期存在的开放问题。这样的控制器将具有众多应用,同时有可能深入了解人体运动。创建控制器仍然很困难:当前的方法要么受限于跟踪运动捕获数据,要么不够鲁棒,要么对样式的控制有限。;本文提出了一种基于人类动作高级特征的基于物理的字符控制方法,例如质量中心,角动量和末端执行器运动。客观术语用于控制每个功能,并通过优化进行组合。我们展示了如何通过控制平衡和末端执行器的少数功能来表达运动。这种方法用于构建用于两足动物平衡,跳跃,行走和慢跑的控制器。这些控制器具有许多优点:在行走过程中会自动出现类似人的特质,例如手臂摆动,脚跟偏离和臀部与肩膀的反向旋转;控制器对身体参数的变化具有鲁棒性;控制参数适用于直观属性;并且可以将控制器映射到具有不同拓扑和质量分布的全新Biped上,而无需修改控制器。多种步态之间的过渡(包括步行,跳跃和慢跑)会自动出现。控制器可以交互的速度跟随高水平的用户命令,同时穿越困难的地形。该方法不使用运动捕获或离线优化过程。尽管我们专注于两足动物运动的挑战性案例,但许多其他类型的控制器也将从我们的方法中受益。

著录项

  • 作者

    de Lasa, Martin.;

  • 作者单位

    University of Toronto (Canada).;

  • 授予单位 University of Toronto (Canada).;
  • 学科 Engineering Computer.;Engineering Robotics.;Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 131 p.
  • 总页数 131
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:44:14

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