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User-Controlled Physics-Based Animation for Articulated Figures

User-Controlled Physics-Based Animation for Articulated Figures. Emre Akatürk. Outline. Purpose of the paper Overall System Forward Dynamics Collision handling Dynamic control Conclusion. Purpose of the paper. Physics based system for guided animation of articulated figures. Why?

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User-Controlled Physics-Based Animation for Articulated Figures

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  1. User-Controlled Physics-Based Animation for Articulated Figures EmreAkatürk

  2. Outline • Purpose of the paper • Overall System • Forward Dynamics • Collision handling • Dynamic control • Conclusion

  3. Purpose of the paper • Physics based system for guided animation of articulated figures. • Why? • Physics based: Generates realistic motion but doesn’t provide control over the animation. • Kinematically controlled: User is responsible for every aspect of the motion, but may produce unrealistic results. • This work provides some of both.

  4. How the system works • DOFs of a figure are classified as primary and secondary. • Primary DOFs are instrumental in achieving the goal. • Secondary DOFs move involuntary. • User defines the motion of primary DOFs kinematically.

  5. How the system works

  6. How the system works • User provides the system with trajectories of primary DOFs. • System computes the forces and torques that drive the primary DOFs to move along the trajectories with: MRAC(Model Reference Adaptive Control)

  7. Forces • The dynamic controller generates forces and torques that move primary DOFs to produce desired motion. • There are other forces that arise due to gravity and collision.

  8. Overall system

  9. Forward Dynamics • With given internal and external forces, the forward dynamics simulator computes the figure motion. • The forward dynamics simulator in the system is based on Featherstone’s Articulated Body Method. • An efficient recursive algorithm, no preprocessing.

  10. Collision Handling - Detection • Collisions between segments are detected by examining segment geometry, orientation and position. • A bounding box check algorithm is used.

  11. Collision Handling - Response • Divided into two stages: impact and contact • Impact: • Velocity of the involved objects change instantly but do not move. • Simulator is restarted if objects are not seperated, then contact stage starts. • Contact: • A spring-damper is used for every contact point.

  12. Dynamic Control • MRAC(Model Reference Adaptive Control) • Easy to implement • One basic controller can be used to control a variety of dynamic systems. • User doesn’t need to set non-intuitive parameters. • User has direct control over the ideal behaviour of the system.

  13. MRAC

  14. Conclusion • Work provides: • A physically correct, user controlled animation system. • A fast collision algorithm. • An efficient forward dynamics simulator.

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