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1.
《Graphical Models》2007,69(2):89-105
From our experience observing novice animators, it is clear that setting keyframe spatial values is straightforward while specifying the keyframe timing is difficult and often time consuming. This paper presents a modified approach to the keyframing paradigm, performance timing, that lets the user focus on the timing of keyframes separately from the spatial values. In performance timing, the user “acts-out” the timing information using a simple 2D input device such as a mouse or pen-tablet. The user’s input is analyzed and features of the user’s input are mapped to the spatial features of the keyframed motion. The keyframes are then distributed in time according to the timing of the user’s input path. We demonstrate the approach on several scenes and discuss the situations in which it is most and least effective. We present the results of a user study of over 20 subjects in which we compare accuracy using performance timing to accuracy using a standard animation package for specifying keyframe timing.  相似文献   

2.
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   

3.
We propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting by experienced animators, our approach looks to encode the role of the animator as an Evolutionary Algorithm acting on animation controls, driven by visual feedback from a user. Presented as a simple interface, users sample control combinations and select favourable results to influence later sampling. Over multiple iterations of disregarding unfavourable control values, parameters converge towards the user's ideal. We demonstrate our framework through two non‐trivial applications: creating highly nuanced expressions by evolving control values of a face rig and non‐linear motion through evolving control point positions of animation curves.  相似文献   

4.
The most important goal of character animation is to efficiently control the motions of a character. Until now, many techniques have been proposed for human gait animation. Some techniques have been created to control the emotions in gaits such as ‘tired walking’ and ‘brisk walking’ by using parameter interpolation or motion data mapping. Since it is very difficult to automate the control over the emotion of a motion, the emotions of a character model have been generated by creative animators. This paper proposes a human running model based on a one‐legged planar hopper with a self‐balancing mechanism. The proposed technique exploits genetic programming to optimize movement and can be easily adapted to various character models. We extend the energy minimization technique to generate various motions in accordance with emotional specifications. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

5.
3D animations are an effective method to learn about complex dynamic phenomena, such as mesoscale biological processes. The animators' goals are to convey a sense of the scene's overall complexity while, at the same time, visually guiding the user through a story of subsequent events embedded in the chaotic environment. Animators use a variety of visual emphasis techniques to guide the observers' attention through the story, such as highlighting, halos – or by manipulating motion parameters of the scene. In this paper, we investigate the effect of smoothing the motion of contextual scene elements to attract attention to focus elements of the story exhibiting high-frequency motion. We conducted a crowdsourced study with 108 participants observing short animations with two illustrative motion smoothing strategies: geometric smoothing through noise reduction of contextual motion trajectories and visual smoothing through motion blur of context items. We investigated the observers' ability to follow the story as well as the effect of the techniques on speed perception in a molecular scene. Our results show that moderate motion blur significantly improves users' ability to follow the story. Geometric motion smoothing is less effective but increases the visual appeal of the animation. However, both techniques also slow down the perceived speed of the animation. We discuss the implications of these results and derive design guidelines for animators of complex dynamic visualizations.  相似文献   

6.
基于紧身衣的人体动画研究   总被引:4,自引:0,他引:4  
朱强  庄越挺  潘云鹤 《软件学报》2002,13(4):601-607
传统人体动画技术计算量大,缺乏真实感,制作成本昂贵.为此,提出了一种基于紧身衣和相机定标的新的人体动画技术.将身穿紧身衣模特的运动拍摄成视频后,可在图像序列中自动跟踪人体关节信息,并建立透视投影下的三维人体运动骨架序列,最终通过自动生成BVH(biovision hierarchy)文件与当今流行的Poser, 3DMax等人体动画制作软件接口,将模特的运动信息赋予新的角色.该方法具有运动信息来源广泛、高效、制作成本低等特点,而且产生的人体运动非常真实.这不仅将动画师从枯燥的工作中解放出来,而且也可用于家  相似文献   

7.
《Computers & Graphics》1997,21(4):483-496
This paper presents a new methodology for model and control of the motion of an (articulated) rigid body for the purposes of animation. The technique uses a parameter optimization method for forward dynamic simulation to obtain a good set of values for the control variables of the system. We model articulated rigid bodies using a moderate number of control nodes, and we linearly interpolate control values between adjacent pairs of these nodes. The interpolated control values are used to determine the forces/torques for the body actuators. We can control total motion duration time, and the control is more flexible than in any other dynamics based animation techniques. We employ a parameter optimization, (or nonlinear programming) method to find a good set of values for the control nodes. We extend this method by using a musculotendon skeletal model for the human body instead of the more commonly used robot model to provide more accurate human motion simulations. Skeletal and musculotendon dynamics enable us to do the human body animation more accurately than ever because the muscle force depends on the geometry of a human as well as on differential kinematic parameters. We show various levels of motion control for forward dynamics animation: ranging from piecewise linear forces/torques control for joints to muscle activation signal control for muscles to generate highly nonlinear forces/torques. This spectrum of control levels provides various nonlinear resulting motions to animators to allow them to achieve effective motion control and physically realistic motion simultaneously. Because our algorithms are heavily dependent on parameter optimization, and since the optimization technique may have difficulty finding a global optimum, we provide a modified optimization method along with various techniques to reduce the search space size. Our parameter optimization based forward dynamic animation and musculotendon dynamics based animation present the first use of such techniques in animation research to date.  相似文献   

8.
This paper describes works related to the development of a land vehicle driving simulator, which consists of a Stewart platform as its motion device and a computer graphical system as its visual component. The main task is to enable the pilot‐experience the sensation of motion while driving the vehicle under the constraint of the platform's finite working space. Involved are works such as establishment of the vehicle dynamical model, analysis of the forces acting on the pilot, and application of the washout algorithm and human motion sensation models. With the results from these works, appropriate motion trajectory commands for the platform can be generated. Besides the physical motion part, a computer graphical system is installed to generate scenes that give visual cues. While following the pilot's steering signals and matching the platform's motion, the visual system creates animation scenes of the environment, which are shown on a large screen in front of the pilot through an LCD projector. To test the completed system, different pilots operate it and give subjective assessments. Also, gyros are mounted on the platform to measure its responses to motion commands. Here some experimental results are summarized and discussed.  相似文献   

9.
近些年来,群体动画在机器人学、电影、游戏等领域得到了广泛的研究和应用,但传统的群体动画技术均涉及复杂的运动规划或碰撞避免操作,计算效率较低.本文提出了一种基于马尔可夫决策过程(MDPs)的群体动画运动轨迹生成算法,该算法无需碰撞检测即可生成各智能体的无碰撞运动轨迹.同时本文还提出了一种改进的值迭代算法用于求解马尔可夫决策过程的状态-值,利用该算法在栅格环境中进行实验,结果表明该算法的计算效率明显高于使用欧氏距离作为启发式的值迭代算法和Dijkstra算法.利用本文提出的运动轨迹生成算法在三维(3D)动画场景中进行群体动画仿真实验,结果表明该算法可实现群体无碰撞地朝向目标运动,并具有多样性.  相似文献   

10.
对捕获的运动数据进行编辑处理 ,是生成新的复杂人体动画和提高运动捕获数据重用性的关键 ,但目前大多数运动编辑技术不具备对运动进行高层控制处理的能力 ,为此 ,提出了一种基于小波变换的运动编辑新算法 ,即将小波变换引入运动编辑 ,并对运动信号进行多分辨率分析 ,从而实现了运动特征增强、运动融合及运动特征提取与综合 .实验结果表明 ,该算法非常适合对运动特征进行处理 ,由于其能够在高层次上对运动进行有效的编辑 ,因而提高了动画师的工作效率 .  相似文献   

11.
Automatic camera control for scenes depicting human motion is an imperative topic in motion capture base animation, computer games, and other animation based fields. This challenging control problem is complex and combines both geometric constraints, visibility requirements, and aesthetic elements. Therefore, existing optimization‐based approaches for human action overview are often too demanding for online computation. In this paper, we introduce an effective automatic camera control which is extremely efficient and allows online performance. Rather than optimizing a complex quality measurement, at each time it selects one active camera from a multitude of cameras that render the dynamic scene. The selection is based on the correlation between each view stream and the human motion in the scene. Two factors allow for rapid selection among tens of candidate views in real‐time, even for complex multi‐character scenes: the efficient rendering of the multitude of view streams, and optimized calculations of the correlations using modified CCA. In addition to the method's simplicity and speed, it exhibits good agreement with both cinematic idioms and previous human motion camera control work. Our evaluations show that the method is able to cope with the challenges put forth by severe occlusions, multiple characters and complex scenes.  相似文献   

12.
As animations become more readily available, simultaneously the complexity of creating animations has also increased. In this paper, we address the issue by describing an animation toolkit based on a database approach for reusing geometric animation models and their motion sequences. The aim of our approach is to create a framework aimed for novice animators. Here, we use an alternative notion of a VRML scene graph to describe a geometric model, specifically intended for reuse. We represent this scene graph model as a relational database. A set of spatial, temporal, and motion operations are then used to manipulate the models and motions in an animation database. Spatial operations help in inserting/deleting geometric models in a new animation scene. Temporal and motion operations help in generating animation sequences in a variety of ways. For instance, motion information of one geometric model can be applied to another model or a motion sequence can be retargeted to meet additional constraints (e.g., wiping action on a table can be retargeted with constraints that reduce the size of the table). We present the design and implementation of this toolkit along with several interesting examples of animation sequences that can be generated using this toolkit.  相似文献   

13.
We are interested in providing animators with a general-purpose tool allowing them to create animations using straight-ahead actions as well as pose-to-pose techniques. Our approach seeks to bring the expressiveness of real-time motion capture systems into a general-purpose multi-track system running on a graphics workstation. We emphasize the use of high-bandwidth interaction with 3D objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Mørken knot removal strategy, we derive an incremental algorithm that computes a B-spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to 3D animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight-ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation offuture work.  相似文献   

14.
Various forms of art and entertainment involve many different characters, and advances in human interfaces have necessitated physical interactions in order to develop an improved sense of reality. In this paper we propose a method for generating the motions of characters using multidimensional keyframe animation in parallel with real-time physical simulation. The method generates characters capable of physical interaction, and also allows animators to use traditional methods for designing character motion. We have implemented the system and confirmed its effectiveness experimentally.  相似文献   

15.
16.
手冢治虫的动漫作品对当时乃至现在都具有很深借鉴意义。手冢治虫在动画和漫画领域上创作的内容丰富,情节连续生动。文章通过解读他的作品灵感来源和有限动画的创举,从而进一步对比分析对后代动画工作者的深远影响。  相似文献   

17.
Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as {it TangleList}, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.  相似文献   

18.
19.
Simulation motion of Virtual Reality (VR) objects and humans has experienced important developments in the last decade. However, realistic virtual human animation generation remains a major challenge, even if applications are numerous, from VR games to medical training. This paper proposes different methods for animating virtual humans, including blending simultaneous animations of various temporal relations with multiple animation channels, minimal visemes for lip synchronisation, and space sites of virtual human and 3D object models for object grasping and manipulation. We present our work in our natural language visualisation (animation) system, CONFUCIUS, and describe how the proposed approaches are employed in CONFUCIUS’ animation engine.  相似文献   

20.
The growing use of computer graphics by artists and animators is examined. The factors responsible for this trend are discussed. Advances in animation are described. These include the use of more live action film with image processing techniques to modify the images and improved rendering, animation systems, and geometric modelers. Algorithms for animation are discussed. Interactive art objects are considered, and the emergence of computer folk art is predicted  相似文献   

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