Real-Time Animation Using a Mix of Physical Simulation and Kinematics

H. V. Welbergen, J. Zwiers, Z. Ruttkay
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引用次数: 14

Abstract

Expressive animation (such as gesturing or conducting) is typically generated using procedural animation techniques. These techniques offer precision in both timing and limb placement, but they lack physical realism. On the other hand, physical simulation offers physical realism, but does not provide the precision offered by procedural motion. We introduce a new animation technique that combines the advantages of procedural animation and physical simulation. The technique is based on simultaneously using kinematics and physics, applied to different regions of the human body, combined with a torque feedback method that couples the two. It is efficient and easy to implement as a plugin for a wide range of physical simulation engines. Source code is available online.
使用物理模拟和运动学混合的实时动画
表达动画(如手势或指挥)通常是使用过程动画技术生成的。这些技术提供了精确的时间和肢体的位置,但它们缺乏物理真实感。另一方面,物理模拟提供了物理真实感,但却不能提供程序运动所提供的精确性。我们介绍了一种新的动画技术,它结合了程序动画和物理模拟的优点。该技术基于同时使用运动学和物理学,应用于人体的不同区域,并结合将两者耦合的扭矩反馈方法。它是高效和容易实现作为一个插件,广泛的物理模拟引擎。源代码可在线获得。
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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