Simulation of object and human skin formations in a grasping task

J. Gourret, N. Magnenat-Thalmann, D. Thalmann
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引用次数: 289

Abstract

This paper addresses the problem of simulating deformations between objects and the hand of a synthetic character during a grasping process. A numerical method based on finite element theory allows us to take into account the active forces of the fingers on the object and the reactive forces of the object on the fingers. The method improves control of synthetic human behavior in a task level animation system because it provides information about the environment of a synthetic human and so can be compared to the sense of touch. Finite element theory currently used in engineering seems one of the best approaches for modeling both elastic and plastic deformation of objects, as well as shocks with or without penetration between deformable objects. We show that intrinsic properties of the method based on composition/decomposition of elements have an impact in computer animation. We also state that the use of the same method for modeling both objects and human bodies improves the modeling both objects and human bodies improves the modeling of the contacts between them. Moreover, it allows a realistic envelope deformation of the human fingers comparable to existing methods. To show what we can expect from the method, we apply it to the grasping and pressing of a ball. Our solution to the grasping problem is based on displacement commands instead of force commands used in robotics and human behavior.
抓取任务中物体和人体皮肤形态的模拟
本文研究了模拟合成人物在抓取过程中物体与手之间的变形问题。基于有限元理论的数值方法允许我们考虑手指作用在物体上的主动力和物体作用在手指上的反力。该方法改善了在任务级动画系统中对合成人行为的控制,因为它提供了关于合成人的环境的信息,因此可以与触觉相比较。目前工程中使用的有限元理论似乎是模拟物体的弹性和塑性变形以及可变形物体之间有或没有穿透的冲击的最佳方法之一。我们证明了基于元素合成/分解方法的内在特性对计算机动画的影响。我们还指出,使用相同的方法对物体和人体建模可以改进物体和人体的建模,从而改进它们之间接触的建模。此外,它允许与现有方法相媲美的人类手指的真实包络变形。为了说明我们可以从该方法中得到什么,我们将其应用于抓球和压球。我们对抓取问题的解决方案是基于位移命令,而不是机器人和人类行为中使用的力命令。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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