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Animating reactive motion using momentum-based inverse kinematics CASA 2005.

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Animating reactive motion using momentum- based inverse kinematics CASA 2005
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Page 1: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Animating reactive motion using

momentum-based inverse kinematics

CASA 2005

Page 2: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Animating reactive motion using

momentum-based inverse kinematics

Taku Komura S.L. Ho W.H. Lau

Department of Computer ScienceCity University of Hong Kong

Page 3: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Outline

○Introduction

○Generating Reactive Motions

○Results and Discussion

Page 4: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Introduction

○ Motion capture data has become a popular and an effective means of animating human figures.• Due to the quality and realism of the result.

○ The synthesis of motion capture data is a challenging research problem.• Only a limited number of methods consider

reactive motions.

Page 5: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Introduction

○ Interactive generation of reactive motions are very important to many applications.• Computer games

○ A new method to generate reactive motions for arbitrary external perturbations• Pushing, pulling, or hitting vs.

standing, walking, or running

Page 6: Animating reactive motion using momentum-based inverse kinematics CASA 2005.
Page 7: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Motion Database

○ Basic standing, walking, and running• Primary motion

○ Pushed/pulled from eight different directions• Front, side, front-side, and back-side

Page 8: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Outline

○Introduction

○Generating Reactive Motions

○Results and Discussion

Page 9: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Generating Reactive Motions

○ Step 1: Adding impact• The user specifies the position, amplitude

and direction.

○ Step 2: Motion search• The one minimized the criteria is chosen.

○ Step 3: Editing found motion• According to the strength of the perturbation

○ Step 4: Generating final motion• Momentum-based IK

Page 10: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Step 1: Adding impact

○ The amount of impact, is calculated by subtracting the linear momentum of the body before the impact from that after the impact.

p: the position of the impactxg: the position of COM

L

LxpM g )(

Page 11: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Step 2: Motion Search

○ The reactive motion which includes a frame that minimizes the following criteria will be selected from the database.

○ It is much simpler than the one used by other graph-based motion stochastic methods.

rli

iii IIkvvk,

2102

20,1, ||||||||

Page 12: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Step 3: Editing found motion

○ The positions of the foot steps must be changed according to the amplitude and direction of the impact.

○ The velocity of the body is linearly dependent on the displacement of the landing foot onto the ground.

AAstep

zozr vvmn

FFd

,,

Page 13: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Step 3: Editing found motion

○ Blends the angular momentum.

○ Let the difference at the moment blending starts be .

Iwtt

ttIwIw

il

i

101

Iw

Page 14: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Step 4: Generating final motion

○ Once the reactive motion is chosen and edited, this motion will be blended into the primary motion using momentum-based IK.

qJIw

qJxmL

tIwtLtxtIwtLtx

tIwtLtx

Iw

Lg

))(),(),(())(),(),()(1(

))(),(),((

111000

Page 15: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Outline

○Introduction

○Generating Reactive Motions

○Results and Discussion

Page 16: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Results

Page 17: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

Discussion

○ Foot sliding can easily happen if the primary motion and the reactive motion is simply interpolated.

○ The momentum-based constraints help keep the motion realistic even after editing the motion or adding new constraints.

○ The criteria to select the motion in the database is much simpler than previous methods such as in Lee et al., the computation time is much shorter.

○ But for offline process, such as Motion Graph, there is no doubt works better.

Page 18: Animating reactive motion using momentum-based inverse kinematics CASA 2005.

END


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