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1.
Generating rising up motions is an important problem but has less been addressed in computer animation. This problem is challenging as rising motions involve complex motor skills and exhibit wide varieties due to various lying postures and environments. In this paper, we present an approach that utilizes motion planning and dynamics filtering to produce physically plausible rising motions. Our motion planning algorithm connects a given posture to a closest posture in a database of 14 rising motions. Then the dynamics filtering generates a physically plausible motion from a planned motion path. Our experiments show that a variety of motions of rising from various lying postures and different environments with obstacles can be generated easily by our approach.  相似文献   

2.
具有柔性关节的轻型机械臂因其自重轻、响应迅速、操作灵活等优点,取得了广泛应用;针对具有柔性关节的机械臂系统的关节空间轨迹跟踪控制系统动力学参数不精确的问题,提出一种结合滑模变结构设计的自适应控制器算法;通过自适应控制的思想对系统动力学参数进行在线辨识,并采用Lyapunov方法证明了闭环系统的稳定性;仿真结果表明,该控制策略保证了机械臂系统对期望轨迹的快速跟踪,具有良好的跟踪精度,系统具有稳定性。  相似文献   

3.
Pose Controlled Physically Based Motion   总被引:2,自引:0,他引:2  
In this paper we describe a new method for generating and controlling physically‐based motion of complex articulated characters. Our goal is to create motion from scratch, where the animator provides a small amount of input and gets in return a highly detailed and physically plausible motion. Our method relieves the animator from the burden of enforcing physical plausibility, but at the same time provides full control over the internal DOFs of the articulated character via a familiar interface. Control over the global DOFs is also provided by supporting kinematic constraints. Unconstrained portions of the motion are generated in real time, since the character is driven by joint torques generated by simple feedback controllers. Although kinematic constraints are satisfied using an iterative search (shooting), this process is typically inexpensive, since it only adjusts a few DOFs at a few time instances. The low expense of the optimization, combined with the ability to generate unconstrained motions in real time yields an efficient and practical tool, which is particularly attractive for high inertia motions with a relatively small number of kinematic constraints.  相似文献   

4.
一种实时虚拟人反应式动画生成算法   总被引:2,自引:0,他引:2  
使用运动捕获数据驱动与动力学模拟相结合的控制方法,可以产生既真实又能对外界施加的作用力作出反应的人体运动.为减少以前方法中反应式运动数据搜索的时间开销并去除动画师需要的手工调节工作,采用并行计算,并引入人工神经网络的方法,根据虚拟人主要关节的位姿对反应运动类型进行预测,得到需搜索的反应运动子类型库.另外,对搜索匹配的算法进行改善以提高搜索效率.实验结果表明:系统中的虚拟人的运动能在两种控制方式之间灵活切换,并能实时响应外界的交互作用.  相似文献   

5.
Motion capture is a technique of digitally recording the movements of real entities, usually humans. It was originally developed as an analysis tool in biomechanics research, but has grown increasingly important as a source of motion data for computer animation. In this context it has been widely used for both cinema and video games. Hand motion capture and tracking in particular has received a lot of attention because of its critical role in the design of new Human Computer Interaction methods and gesture analysis. One of the main difficulties is the capture of human hand motion. This paper gives an overview of ongoing research “HandPuppet3D” being carried out in collaboration with an animation studio to employ computer vision techniques to develop a prototype desktop system and associated animation process that will allow an animator to control 3D character animation through the use of hand gestures. The eventual goal of the project is to support existing practice by providing a softer, more intuitive, user interface for the animator that improves the productivity of the animation workflow and the quality of the resulting animations. To help achieve this goal the focus has been placed on developing a prototype camera based desktop gesture capture system to capture hand gestures and interpret them in order to generate and control the animation of 3D character models. This will allow an animator to control 3D character animation through the capture and interpretation of hand gestures. Methods will be discussed for motion tracking and capture in 3D animation and in particular that of hand motion tracking and capture. HandPuppet3D aims to enable gesture capture with interpretation of the captured gestures and control of the target 3D animation software. This involves development and testing of a motion analysis system built from algorithms recently developed. We review current software and research methods available in this area and describe our current work.  相似文献   

6.
This paper presents the application of a perturbation method for the closed-loop dynamic simulation of a rigid-link manipulator with joint friction. In this method the perturbed motion of the manipulator is modelled as a first-order perturbation of the nominal manipulator motion. A non-linear finite element method is used to formulate the dynamic equations of the manipulator mechanism. In a closed-loop simulation the driving torques are generated by the control system. Friction torques at the actuator joints are introduced at the stage of perturbed dynamics. For a mathematical model of the friction torques we implemented the LuGre friction model that accounts both for the sliding and pre-sliding regime. To illustrate the method, the motion of a six-axes industrial Stäubli robot is simulated. The manipulation task implies transferring a laser spot along a straight line with a trapezoidal velocity profile. The computed trajectory tracking errors are compared with measured values, where in both cases the tip position is computed from the joint angles using a nominal kinematic robot model. It is found that a closed-loop simulation using a non-linear finite element model of this robot is very time-consuming due to the small time step of the discrete controller. Using the perturbation method with the linearised model a substantial reduction of the computer time is achieved without loss of accuracy.  相似文献   

7.
We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke, and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.  相似文献   

8.
Generating plausible deformations of a character skin within the standard production pipeline is a challenge. This paper presents a volume preservation method dedicated to skinned characters. As usual, the character is defined by a skin mesh at some rest pose and an animation skeleton. At each animation step, skin deformations are first computed using standard SSD. Our method corrects the result using a set of local deformations which model the fold‐over‐free, constant volume behavior of soft tissues. This is done geometrically, without the need of any physically‐based simulation. To make the method easily applicable, we also provide automatic ways to extract the local regions where volume is to be preserved and to compute adequate skinning weights, both based on the character's morphology.  相似文献   

9.
苏乐  柴金祥  夏时洪 《软件学报》2016,27(S2):172-183
提出一种基于局部姿态先验的从深度图像中实时在线捕获3D人体运动的方法.关键思路是根据从捕获的深度图像中自动提取具有语义信息的虚拟稀疏3D标记点,从事先建立的异构3D人体姿态数据库中快速检索K个姿态近邻并构建局部姿态先验模型,通过迭代优化求解最大后验概率,实时地在线重建3D人体姿态序列.实验结果表明,该方法能够实时跟踪重建出稳定、准确的3D人体运动姿态序列,并且只需经过个体化人体参数自动标定过程,可跟踪身材尺寸差异较大的不同表演者;帧率约25fps.因此,所提方法可应用于3D游戏/电影制作、人机交互控制等领域.  相似文献   

10.
Physically based simulation is often combined with geometric mesh animation to add realistic soft-body dynamics to virtual characters. This is commonly done using constraint-based simulation whereby a soft-tissue simulation is constrained to geometric animation of a subpart (or otherwise proxy representation) of the character. We observe that standard constraint-based simulation suffers from an important flaw that limits the expressiveness of soft-body dynamics. Namely, under correct physics, the frequency and amplitude of soft-tissue dynamics arising from constraints (“inertial amplitude”) are coupled, and cannot be adjusted independently merely by adjusting the material properties of the model. This means that the space of physically based simulations is inherently limited and cannot capture all effects typically expected by computer animators. For example, animators need the ability to adjust the frequency, inertial amplitude, gravity sag and damping properties of the virtual character, independently from each other, as these are the primary visual characteristics of the soft-tissue dynamics. We demonstrate that independence can be achieved by transforming the equations of motion into a non-inertial reference coordinate frame, then scaling the resulting inertial forces, and then converting the equations of motion back to the inertial frame. Such scaling of inertia makes it possible for the animator to set the character's inertial amplitude independently from frequency. We also provide exact controls for the amount of character's gravity sag, and the damping properties. In our examples, we use linear blend skinning and pose-space deformation for geometric mesh animation, and the Finite Element Method for soft-body constrained simulation; but our idea of scaling inertial forces is general and applicable to other animation and simulation methods. We demonstrate our technique on several character examples.  相似文献   

11.
Physically based characters have not yet received wide adoption in the entertainment industry because control remains both difficult and unreliable. Even with the incorporation of motion capture for reference, which adds believability, characters fail to be convincing in their appearance when the control is not robust. To address these issues, we propose a simple Jacobian transpose torque controller that employs virtual actuators to create a fast and reasonable tracking system for motion capture. We combine this controller with a novel approach we call the topple‐free foot strategy which conservatively applies artificial torques to the standing foot to produce a character that is capable of performing with arbitrary robustness. The system is both easy to implement and straightforward for the animator to adjust to the desired robustness, by considering the trade‐off between physical realism and stability. We showcase the benefit of our system with a wide variety of example simulations, including energetic motions with multiple support contact changes, such as capoeira, as well as an extension that highlights the approach coupled with a Simbicon controlled walker. With this work, we aim to advance the state‐of‐the‐art in the practical design for physically based characters that can employ unaltered reference motion (e.g. motion capture data) and directly adapt it to a simulated environment without the need for optimization or inverse dynamics.  相似文献   

12.
运动捕捉技术及其应用研究综述   总被引:3,自引:0,他引:3  
运动捕捉技术能够测量、跟踪和记录物体在三维空间中的运动轨迹,在许多研究领域得到了广泛的应用。介绍了运动捕捉技术的发展历程,概括总结了目前常用的五种运动捕捉系统的组成及优缺点,对采用运动捕捉技术进行应用研究的相关成果进行了收集、分类和整理,从非物质文化遗产的数字化保护、模拟训练与教学、影视和游戏动画制作、人体姿态研究、人机工程学研究等方面对这些成果作了系统综述。在分析总结已有研究成果的基础上,提出可将该技术应用于一些新的研究项目。  相似文献   

13.
In this paper, we introduce a method that endows a given animation signal with slow-in and slow-out effects by using a bilateral filter scheme. By modifying the equation of the bilateral filter, the method applies reparameterization to the original animation trajectory. This holds extreme poses in the original animation trajectory for a long time, in such a way that there is no distortion or loss of the original information in the animation path. Our method can successfully enhance the slow-in and slow-out effects for several different types of animation data: keyframe and hand-drawn trajectory animation, motion capture data, and physically-based animation by using a rigid body simulation system.  相似文献   

14.
One of the most common tasks in computer animation is inverse-kinematics, or determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse-kinematics is required at design-time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run-time applications such as games.
We present an efficient inverse-kinematics methodology based on the interpolation of example motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. In addition to simple positioning tasks, the method provides complete motion sequences that satisfy an inverse-kinematic goal. The interpolation at the heart of the algorithm allows an artist's influence to play a major role in ensuring that the system always generates plausible results. Due to the lightweight nature of the algorithm, we can position a character at extremely high frame rates, making the technique useful for time-critical run-time applications such as games.  相似文献   

15.
The Lattice-boltzmann method for simulating gaseous phenomena   总被引:5,自引:0,他引:5  
We present a physically-based, yet fast and simple method to simulate gaseous phenomena. In our approach, the incompressible Navier-Stokes (NS) equations governing fluid motion have been modeled in a novel way to achieve a realistic animation. We introduce the lattice Boltzmann model (LBM), which simulates the microscopic movement of fluid particles by linear and local rules on a grid of cells so that the macroscopic averaged properties obey the desired NS equations. The LBM is defined on a 2D or 3D discrete lattice, which is used to solve fluid animation based on different boundary conditions. The LBM simulation generates, in real-time, an accurate velocity field and can incorporate an optional temperature field to account for the buoyancy force of hot gas. Because of the linear and regular operations in each local cell of the LBM grid, we implement the computation in commodity texture hardware, further improving the simulation speed. Finally, textured splats are used to add small scale turbulent details, achieving high-quality real-time rendering. Our method can also simulate the physically correct action of stationary or mobile obstacles on gaseous phenomena in real-time, while still maintaining highly plausible visual details.  相似文献   

16.
We propose a motion planning formulation of overarm throw for a 55-degree-of-freedom biped human multibody system. The unique characteristics of the throwing task—highly redundant, highly nonlinear, and highly dynamic—make the throwing motion simulation challenging in the literature and are addressed within the framework of multibody dynamics and optimization. To generate physically feasible throwing motions in a fully predictive method without input reference from motion capture or animation, rigorous dynamics modeling, such as dynamic balance based on Zero-Moment Point (ZMP) and ground reaction loads, is associated with the constraints. Given the target location and the object mass, the algorithm outputs the motion, required actuator torques, release conditions, and projectile and flight time of the object. Realistic human-like motions of throwing are generated for different input parameters, which demonstrate valid cause–effect relations in terms of both kinematic and kinetic outputs.  相似文献   

17.
This article addresses the problem of inverse dynamics for three-dimensional flexible manipulators with both lumped and distributed actuators. A recursive procedure is presented for computing the lumped inverse dynamic torques and the distributed piezoelectric actuator inputs for simultaneously tracking a prescribed end-point trajectory and reducing induced vibrations in the manipulator. The procedure sequentially solves for the non-causal inverse dynamic torques and piezoelectric voltages applied to each link in the manipulator, starting from the last element in the chain and proceeding to the base element. The method allows trajectory tracking wherein controllability of the structural vibrations is assured in all possible configurations through the use of only one motor at each intermediate joint and three motors at the ground. Numerical simulation shows that the elastic vibrations can be reduced significantly through the use of distributed actuators while at the same time satisfying the trajectory tracking requirement through the use of inverse dynamics. © 1994 John Wiley & Sons, Inc.  相似文献   

18.
Using Dynamic Analysis for Realistic Animation of Articulated Bodies   总被引:3,自引:0,他引:3  
A major problem in computer animation is creating motion that appears natural and realistic, particularly in such complex articulated bodies as humans and other animals. At present, truly lifelike motion is produced mainly by copying recorded images, a tedious and lengthy process that requires considerable external equipment. An alternative is the use of dynamic analysis to predict realistic motion. Using dynamic motion control, bodies are treated as masses acting under the influence of external and internal forces and torques. Dynamic control is advantageous because motion is naturally restricted to physically realizable patterns, and many types of motion can be predicted automatically. Use of dynamics is computationally expensive and specifying controlling forces and torques can be difficult. However, there is evidence that dynamics offers hope for more realistic, natural, and automatic motion control. Because such motion simulates real world conditions, an animation system using dynamic analysis is also a useful tool in such related fields as robotics and biomechanics.  相似文献   

19.
This paper presents the study of an adaptive control which tracks a desired time-based trajectory as closely as possible for all times over a wide range of manipulator motion and payloads both in joint-variable coordinates and Cartesian coordinates. The proposed adaptive control is based on the linearized perturbation equations in the vicinity of a nominal trajectory. The controlled system is characterized by feedforward and feedback components which can be computed separately and simultaneously. The feedforward component computes the nominal torques from the Newton-Euler equations of motion either using the resolved joint information or the joint information from the trajectory planning program. This computation can be completed in O(n) time. The feedback component consisting of recursive least square identification and one-step optimal control algorithms for the linearized system computes the perturbation torques in O(n3) time. Because of the parallel structure, the computations of the adaptive control may be implemented in low-cost microprocessors. A computer simulation study Was conducted to evaluate the performance of the adaptive control in joint-variable coordinates for a three-joint robot arm. The feasibility of implementing the adaptive control in Cartesian coordinates using present day low-cost microprocessors is discussed.  相似文献   

20.
郑泽伟  霍伟 《控制与决策》2011,26(10):1479-1484
基于轨迹线性化控制(TLC)理论提出了一种全驱动平流层飞艇轨迹跟踪控制设计的新方法.该方法由期望姿态生成、运动学控制和动力学控制3部分组成.首先利用期望轨迹的Frenet标架构造期望的艇体坐标系,导出期望姿态的计算公式;然后将系统运动学部分按照移动和转动分解,动力学部分按纵向与横向分解,将整个系统划分为4个回路,并分别用TLC理论进行控制设计,避免了设计时对全系统求逆的困难;最后给出了控制方法的计算步骤和平流层飞艇跟踪典型轨迹的仿真结果,结果验证了所提出方法的可行性.  相似文献   

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