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Simulation System for Balance Control in Interactive Motion

机译:交互式运动中平衡控制的仿真系统

摘要

Action games and animation movies require engaging character interaction with other characters and/or objects in dynamic environment, which lead to many possible responsive motions. However, it remains di cult to simulate diverse balanced interactive motion in dynamic system, which are widely determined by physics laws related to collision, balance control, bio-mechanics constraints, un-expected external forces such as a hit to any body part from the opponent character, following a user-required motion goal. A simulation system to achieve this research goal is provided in this documentation.;The input of this system is, given the current motion state such as a state after an hit from the opponent, a reasonable responsive motion goal required by the action director such as to give a counter-strike punch to the opponent head while decaying the energy of the hit to keep balance. The output is goal-directed balanced motion driven by joint torques in dynamic virtual environment.;The significant contribution is two proposed Lyapunov-Function-based constraints, which are used in the proposed optimization framework to find the optimal motion strategy which achieves the responsive motion goal while keeping balance. The first advantage of this system is to use the first Lyapunov-Function-based constraint to more quickly converge the optimization progress by eliminating massive candidate strategies unworkable to achieve the motion goal, rather than to test each candidate strategy by a traditional way based on dynamic forward simulation which require much more computation resources especially on time. The second advantage is to use the second Lyapunov-Function-based constraint to more quickly and more precisely judge the current balance state of motion and then employ it to predict the future balance state under control of the current motion controller.;In sum, our system would be unique to generate diverse balanced responsive fighting motion for action game and movies in a much more efficient manner. Namely the action designer are only required to provide an responsive motion goal (including objective action pose and timing information) like an action director in action movie, and then the system will automatically generate the controllable and balanced dynamics responsive fighting motion driven by joint torques, and motion capture data is not needed.
机译:动作游戏和动画电影需要在动态环境中与其他角色和/或对象进行有趣的角色交互,这会导致许多可能的响应动作。但是,仍然难以在动态系统中模拟各种平衡的交互运动,而这些运动通常是由与碰撞,平衡控制,生物力学约束,意外的外力(例如从身体到身体的任何部位撞击)有关的物理定律确定的。对手角色,遵循用户要求的运动目标。本文档中提供了用于实现此研究目标的仿真系统。该系统的输入是给定当前运动状态(例如,对手击打后的状态),而动作指导者要求合理的响应运动目标,例如在打击能量的同时减弱对手的能量,以保持平衡。输出是在动态虚拟环境中由关节转矩驱动的目标定向的平衡运动。重大贡献是两个提出的基于Lyapunov函数的约束,这些约束在提出的优化框架中用于找到实现响应运动的最优运动策略目标,同时保持平衡。该系统的第一个优势是使用第一个基于Lyapunov函数的约束,通过消除无法实现运动目标的大量候选策略来更快地收敛优化进度,而不是通过基于动态的传统方式测试每个候选策略正向仿真,需要更多的计算资源,尤其是按时。第二个优点是使用第二个基于Lyapunov函数的约束条件来更快,更准确地判断运动的当前平衡状态,然后在当前运动控制器的控制下将其用于预测未来的平衡状态。该系统将是独一无二的,可以以更加有效的方式为动作游戏和电影生成多样化的平衡响应式战斗动作。也就是说,动作设计师只需提供动作电影中的动作指导者一样的响应性运动目标(包括目标动作姿势和时间信息),然后系统将自动生成可控制且平衡的动态响应性战斗动作,这些动作是由联合扭矩驱动的,并且不需要运动捕捉数据。

著录项

  • 公开/公告号US2018043245A1

    专利类型

  • 公开/公告日2018-02-15

    原文格式PDF

  • 申请/专利权人 YUANFENG ZHU;

    申请/专利号US201615168253

  • 发明设计人 YUANFENG ZHU;

    申请日2016-08-10

  • 分类号A63F13/211;A63F13/65;

  • 国家 US

  • 入库时间 2022-08-21 13:04:20

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