{"title":"AR应用的基于物理的角色动画","authors":"Sung-Hee Lee","doi":"10.1109/ISUVR.2010.13","DOIUrl":null,"url":null,"abstract":"Physics-based approach for character animation has advantages in interactive AR applications in that the approach can create realistic character motions that are responsive to non-predefined environment and user inputs. In this paper, we introduce two subjects on physics-based character animation. Biomechanical modeling of human characters is an effort to create more human-like motions than conventional methods by modeling the force generating function of muscles. Balance control is a fundamental technique necessary for a virtual character to perform as desired in simulated physical environment. We discuss challenges and future work to enable the physics-based approach for character animation to be widely adopted in AR applications.","PeriodicalId":273260,"journal":{"name":"2010 International Symposium on Ubiquitous Virtual Reality","volume":"117 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Physics-Based Character Animation for AR Applications\",\"authors\":\"Sung-Hee Lee\",\"doi\":\"10.1109/ISUVR.2010.13\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Physics-based approach for character animation has advantages in interactive AR applications in that the approach can create realistic character motions that are responsive to non-predefined environment and user inputs. In this paper, we introduce two subjects on physics-based character animation. Biomechanical modeling of human characters is an effort to create more human-like motions than conventional methods by modeling the force generating function of muscles. Balance control is a fundamental technique necessary for a virtual character to perform as desired in simulated physical environment. We discuss challenges and future work to enable the physics-based approach for character animation to be widely adopted in AR applications.\",\"PeriodicalId\":273260,\"journal\":{\"name\":\"2010 International Symposium on Ubiquitous Virtual Reality\",\"volume\":\"117 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-07-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 International Symposium on Ubiquitous Virtual Reality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISUVR.2010.13\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 International Symposium on Ubiquitous Virtual Reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISUVR.2010.13","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Physics-Based Character Animation for AR Applications
Physics-based approach for character animation has advantages in interactive AR applications in that the approach can create realistic character motions that are responsive to non-predefined environment and user inputs. In this paper, we introduce two subjects on physics-based character animation. Biomechanical modeling of human characters is an effort to create more human-like motions than conventional methods by modeling the force generating function of muscles. Balance control is a fundamental technique necessary for a virtual character to perform as desired in simulated physical environment. We discuss challenges and future work to enable the physics-based approach for character animation to be widely adopted in AR applications.