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The use of simulation techniques for motion control of rigid bodies in computer graphics.

机译:仿真技术在计算机图形学中对刚体的运动控制的使用。

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摘要

There is a need for a simulation based motion control system for computer animation. This need arises from the desire to give the animator a higher level of control of objects in the scene through a small set of parameters as well as to allow him to generate realistic motions of objects easily and effectively. Attaching real world properties to objects in addition to shape and light reflection allows the animator to generate motions of the objects by applying a set of equations that describe how the objects should move. This approach has a natural parallel in the way computer graphics has approached the problem of display algorithms, which is exemplified by the attempt to simulate the physics of light interacting with the virtual objects.; There are several reasons why simulation systems have not been used extensively in computer animation. First, the simulation techniques have not been sophisticated enough to model some of the complex motion problems encountered in animation. Where there are adequate techniques, the cost of doing the necessary numerical calculations have been large. Finally, the traditional simulation techniques have not given the animators adequate control over the motions generated. This dissertation addresses each of these problems in a simulation system for generating the motions of rigid bodies.; The first problem is addressed by modeling the complex interactions between objects (including continuous contacts) in a completely general and novel way using collision detection and impact dynamics.; The second problem is addressed in a number of ways. The rotational dynamics are simplified by solving the Euler equations in the principal axis reference frame. The external dynamics of kinematically driven articulated figures are solved principally by using conservation of momenta. The use of conservation of momenta in the dynamics analysis allows the solution for the motion involving only the velocities and not the accelerations.; The third problem is addressed by allowing the animator to control the motion in three ways: traditional use of initial parameters, kinematic scripts, and cue scripts. Kinematic scripts allow the user to control objects in the scene while the object affects (and is affected by) the environment. This allows integration of traditional kinematic techniques with dynamic simulation techniques.
机译:需要用于计算机动画的基于仿真的运动控制系统。这种需求源于这样的愿望:希望通过一小组参数为动画师提供对场景中对象的更高级别的控制,并允许他轻松,有效地生成逼真的对象运动。除了形状和光反射之外,将现实世界的属性附加到对象上,使动画师可以通过应用一组描述对象应如何运动的方程来生成对象的运动。这种方法与计算机图形学解决显示算法问题的方式具有自然的相似性,这是通过尝试模拟光与虚拟对象相互作用的物理过程来举例说明的。为什么没有在计算机动画中广泛使用模拟系统有几个原因。首先,仿真技术还不够复杂,无法对动画中遇到的一些复杂运动问题进行建模。如果有足够的技术,进行必要的数值计算的成本就很大。最后,传统的仿真技术没有赋予动画师对生成运动的足够控制。本论文解决了在产生刚体运动的仿真系统中的这些问题。第一个问题是通过使用碰撞检测和碰撞动力学以一种完全通用和新颖的方式对对象(包括连续接触)之间的复杂交互进行建模来解决的。第二个问题以多种方式解决。通过在主轴参考系中求解欧拉方程,简化了旋转动力学。运动学驱动的关节形体的外部动力学主要是通过保持动量来解决的。在动力学分析中使用动量守恒可以解决仅涉及速度而不涉及加速度的运动。通过允许动画制作人员以三种方式控制运动来解决第三个问题:传统使用初始参数,运动脚本和提示脚本。运动脚本允许用户控制场景中的对象,而对象会影响环境(并受其影响)。这允许将传统的运动学技术与动态仿真技术集成在一起。

著录项

  • 作者

    Hahn, James Kwangjune.;

  • 作者单位

    The Ohio State University.;

  • 授予单位 The Ohio State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 1989
  • 页码 131 p.
  • 总页数 131
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

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