有效的合成物理有效的人体运动

A. Fang, N. Pollard
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引用次数: 273

摘要

优化是一种很有前途的方法,可以从最少的输入数据中生成新的动画。然而,基于物理的优化技术很难扩展到复杂的动画角色,部分原因是评估和区分物理量变得非常缓慢。传统的方法通常需要优化或约束涉及关节扭矩的参数;获得这些参数的一阶导数通常是一个O(D2)过程,其中D是特征的自由度数。在本文中,我们描述了一组导致线性时间解析一阶导数的目标函数和约束。令人惊讶的发现是,这个集合包含了物理有效性的约束,比如地面接触约束。只考虑导致线性时间一阶导数的约束和目标函数会导致快速的每次迭代计算时间和一个优化问题,似乎可以很好地扩展到更复杂的字符。我们表明,我们的方法可以实现基于物理的优化所期望的压缩和拉伸等品质。我们的动画系统对于合成高度动态的动作特别有用,我们展示了角色从7到22个自由度的摇摆和跳跃动作的例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient synthesis of physically valid human motion
Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D2) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.
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