| |
Abstract:
Computer animations and virtual environments both require a
source of motion for their characters. We are exploring one
possible solution to this problem: applying control algorithms to
physically realistic models of the systems that we would like to
animate. By using these techniques to simulate humans, we are
working towards avatars that are responsive to the user's subtle
gestures and interactive agents that respond appropriately to
events in a virtual environment. For example, we have developed
control algorithms that allow rigid body models to run or bicycle
at a variety of speeds, bounce on a trampoline, and to perform a
handspring vault and several platform dives. To facilitate the
development of new characters for an animation, we have developed
algorithms that adapt existing control algorithms to a new
character in a semi-automatic fashion. Recently, we have begun to
use human data to adjust the behavior of the control systems.
Because our goal is natural looking motion, we compare the computed
motion for each simulation to that of humans performing similar
maneuvers. We perform the comparison qualitatively with real video
images and quantitatively with biomechanical data.
|