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Physically-based interactive camera motion control using 3D input devices

机译:使用3D输入设备的基于物理的交互式摄像机运动控制

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摘要

The newest three-dimensional input devices, together with high speed graphics workstations, make it possible to interactively specify virtual camera motions for animation in real time. In this paper, we describe how naturalistic interaction and realistic-looking motion can be achieved by using a physically-based model of the camera's behavior. Our approach is to create an abstract physical model of the camera, using the laws of classical mechanics, which is used to simulate the virtual camera motion in real time in response to force data from the various 3D input devices (e.g. the Spaceball, Polhemus and DataGlove). The behavior of the model is determined by several physical parameters such as mass, moment of inertia, and various friction coefficients which can all be varied interactively, and by constraints on the camera's degrees of freedom which can be simulated by setting certain friction parameters to very high values. This allows us to explore a continuous range of physically-based metaphors for controlling the camera motion. We present the results of experiments with several of these metaphors and contrast them with existing ones.
机译:最新的三维输入设备与高速图形工作站一起,可以交互式地实时指定虚拟摄像机运动以进行动画处理。在本文中,我们描述了如何通过使用基于物理行为的相机行为模型来实现自然互动和逼真的动作。我们的方法是使用经典力学定律创建相机的抽象物理模型,该模型用于响应来自各种3D输入设备(如太空球,极地巨星和DataGlove)。模型的行为取决于质量,惯性矩和各种摩擦系数等几个物理参数,这些参数可以交互地变化,并且受相机自由度的约束(可以通过将某些摩擦参数设置为非常大来模拟)高价值。这使我们能够探索连续范围的基于物理的隐喻来控制摄像机的运动。我们介绍了其中一些隐喻的实验结果,并将它们与现有隐喻进行了对比。

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