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Animation of Human Motion (Invited talk)

 Jessica K. Hodgins
  
 

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.

 
 


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