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Synthesizing animations of human manipulation tasks

机译:合成人工操作的动画

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Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric and balance constraints while creating motion to perform the task with a natural-looking style. In this paper, we explore an approach for animating characters manipulating objects that combines the power of path planning with the domain knowledge inherent in data-driven, constraint-based inverse kinematics. A path planner is used to find a motion for the object such that the corresponding poses of the character satisfy geometric, kinematic, and posture constraints. The inverse kinematics computation of the character's pose resolves redundancy by biasing the solution toward natural-looking poses extracted from a database of captured motions. Having this database greatly helps to increase the quality of the output motion. The computed path is converted to a motion trajectory using a model of the velocity profile. We demonstrate the effectiveness of the algorithm by generating animations across a wide range of scenarios that cover variations in the geometric, kinematic, and dynamic models of the character, the manipulated object, and obstacles in the scene.
机译:即使是诸如将盒子放在架子上之类的简单任务,也很难进行动画处理,因为动画师必须小心地定位角色,以满足几何和平衡约束,同时创建动作以自然风格执行任务。在本文中,我们探索了一种使角色操作对象具有动画效果的方法,该方法将路径规划的功能与数据驱动的基于约束的逆运动学中固有的领域知识相结合。路径规划器用于查找对象的运动,以使角色的相应姿势满足几何,运动和姿势约束。角色姿势的逆运动学计算通过将解决方案偏向从捕获的运动数据库中提取的自然姿势来解决了冗余问题。拥有此数据库极大地有助于提高输出运动的质量。使用速度分布图模型将计算出的路径转换为运动轨迹。我们通过在广泛的场景中生成动画来证明该算法的有效性,这些场景涵盖了角色,被操纵对象和场景中障碍物的几何,运动学和动态模型中的变化。

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