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首页> 外文期刊>ACM Transactions on Graphics >Efficient Synthesis of Physically Valid Human Motion
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Efficient Synthesis of Physically Valid Human Motion

机译:人体有效运动的有效合成

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Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D~2) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
机译:优化是从最少的输入数据生成新动画的一种有前途的方法。但是,基于物理的优化技术很难扩展到复杂的动画角色,部分原因是评估和区分物理量变得异常缓慢。传统方法经常需要优化或约束涉及关节扭矩的参数;获得这些参数的一阶导数通常是O(D〜2)过程,其中D是字符的自由度数。在本文中,我们描述了导致线性时间分析一阶导数的一组目标函数和约束。令人惊讶的发现是该组包括对物理有效性的约束,例如地面接触约束。仅考虑导致线性时间一阶导数的约束和目标函数会导致快速的每次迭代计算时间,并出现优化问题,似乎可以很好地扩展到更复杂的字符。我们证明了基于物理的优化所期望的诸如挤压和拉伸之类的品质是我们的方法得出的。我们的动画系统对于合成高度动态的动作特别有用,并且我们展示了具有7至22个自由度的角色的摆动和跳跃动作的示例。

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