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Real-Time Physics-Based 3D Biped Character Animation Using an Inverted Pendulum Model

机译:使用倒立摆模型的基于实时物理的3D Biped角色动画

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We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty.
机译:我们提出了一种基于物理学的方法来生成3D两足动物角色动画,该动画可以实时响应动态环境。我们的方法利用倒立摆模型从输入的运动捕获数据在线调整所需的运动轨迹。这种在线调整会产生适合动态环境的物理上合理的运动轨迹,然后将其用作运动控制器在动力学仿真中进行跟踪的所需运动。我们的运动跟踪不是使用通常无法轻松设置参数的比例微分控制器,而是采用速度驱动的方法,该方法根据所需的关节角速度计算关节扭矩。使用计算出的扭矩和角色的动力学模型,在动力学仿真中计算3D角色的物理上正确的全身运动。我们的实验表明,使用实时响应动画跟踪运动捕获数据可以轻松实现。此外,还可以毫不费力地生成看起来合理的运动样式编辑,自动运动过渡以及对不同肢体大小的运动适应性。

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