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Efficient synthesis of physically valid human motion for computer animation.

机译:有效合成人体有效的计算机动画动画。

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Animation is a powerful storytelling medium, within which artists can develop themes relating to the viewer's own experiences and physical existence. The plausibility of an animation depends on both objective criteria, such as obeying the laws of physics, and subjective criteria, such as exhibiting a consistent style of motion. One appealing vision for animation systems is that they somehow take care of the objective criteria, while allowing artists as much freedom and expressive power as possible.; One approach toward this vision has been to compute a motion which optimizes energy expenditure while meeting both physical laws and animator constraints. Optimal energy expenditure has some nice properties, such as providing the appearance of squash-and-stretch in the jumping motion of a simple character, but extending these results to humanlike characters has proven difficult—the optimization process is often viewed as being slow, scaling poorly with character complexity, and being difficult to control.; Much may be gained by focusing on physical validity rather than the optimality of physically based quantities. This thesis shows that an approach focusing on physical validity rather than physical optimality can improve the theoretical complexity of each iteration of a numerical optimization routine from O(N2) to O( N), where N is the number of degrees of freedom of the character. Because there is a larger space of physically valid solutions than physically optimal solutions, this approach in principle also leaves more room for animator control.; The animation system is particularly useful for synthesizing highly dynamic motions. Results are shown of humanlike characters having from 7 to 22 degrees of freedom performing a variety of motions, including swinging, leaping, and back-flipping off a high-bar.
机译:动画是一种强大的讲故事媒体,艺术家可以在其中开发与观看者自己的经历和身体存在有关的主题。动画的合理性取决于客观标准(例如遵守物理定律)和主观标准(例如表现出一致的运动风格)。动画系统的一个吸引人的愿景是,它们以某种方式照顾客观标准,同时允许艺术家尽可能多的自由和表现力。实现这一愿景的一种方法是计算一种运动,该运动可以在满足物理定律和动画师约束的同时优化能源消耗。最佳能量消耗具有一些不错的属性,例如在简单角色的跳跃运动中呈现出挤压和拉伸的外观,但是事实证明将这些结果扩展到类似人的角色很困难-优化过程通常被认为是缓慢的,缩放的角色复杂性差,难以控制。通过专注于物理有效性而不是基于物理量的最优性,可以获得很多收益。本文表明,着重于物理有效性而不是物理最优性的方法可以提高数值优化例程从 O N 2 < / super>)改为 O N ),其中 N 是字符的自由度数。因为物理上有效的解决方案比物理上最佳的解决方案有更大的空间,所以从原则上讲,此方法还为动画师控制留出了更多空间。动画系统对于合成高度动态的动作特别有用。结果显示具有7至22个自由度的类人角色执行各种动作,包括摆动,跳跃和向后翻转高杆。

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