人类在虚拟环境中行走的动画

Shih-kai Chung, J. Hahn
{"title":"人类在虚拟环境中行走的动画","authors":"Shih-kai Chung, J. Hahn","doi":"10.1109/CA.1999.781194","DOIUrl":null,"url":null,"abstract":"This paper presents an interactive hierarchical motion control system dedicated to the animation of human figure locomotion in virtual environments. As observed in gait experiments, controlling the trajectories of the feet during gait is a precise end-point control task. Inverse kinematics with optimal approaches are used to control the complex relationships between the motion of the body and the coordination of its legs. For each step, the simulation of the support leg is executed first, followed by the swing leg, which incorporates the position of the pelvis from the support leg. That is, the foot placement of the support leg serves as the kinematics constraint while the position of the pelvis is defined through the evaluation of a control criteria optimization. Then, the swing leg movement is defined to satisfy two criteria in order: collision avoidance and control criteria optimization. Finally, animation attributes, such as controlling parameters and pre-processed motion modules, are applied to achieve a variety of personalities and walking styles.","PeriodicalId":108994,"journal":{"name":"Proceedings Computer Animation 1999","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1999-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"59","resultStr":"{\"title\":\"Animation of human walking in virtual environments\",\"authors\":\"Shih-kai Chung, J. Hahn\",\"doi\":\"10.1109/CA.1999.781194\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents an interactive hierarchical motion control system dedicated to the animation of human figure locomotion in virtual environments. As observed in gait experiments, controlling the trajectories of the feet during gait is a precise end-point control task. Inverse kinematics with optimal approaches are used to control the complex relationships between the motion of the body and the coordination of its legs. For each step, the simulation of the support leg is executed first, followed by the swing leg, which incorporates the position of the pelvis from the support leg. That is, the foot placement of the support leg serves as the kinematics constraint while the position of the pelvis is defined through the evaluation of a control criteria optimization. Then, the swing leg movement is defined to satisfy two criteria in order: collision avoidance and control criteria optimization. Finally, animation attributes, such as controlling parameters and pre-processed motion modules, are applied to achieve a variety of personalities and walking styles.\",\"PeriodicalId\":108994,\"journal\":{\"name\":\"Proceedings Computer Animation 1999\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1999-05-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"59\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings Computer Animation 1999\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CA.1999.781194\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Computer Animation 1999","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CA.1999.781194","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 59

摘要

本文提出了一种用于虚拟环境中人体运动动画的交互式分层运动控制系统。步态实验表明,步态过程中足部运动轨迹的控制是一项精确的终点控制任务。采用最优解的逆运动学方法来控制人体运动与腿部协调之间的复杂关系。对于每一步,首先执行支撑腿的模拟,然后是摆动腿,其中包含了骨盆从支撑腿的位置。也就是说,支撑腿的足部位置作为运动学约束,而骨盆的位置是通过评估控制标准优化来定义的。然后,定义摆腿运动,依次满足避碰和控制优化两个准则。最后,运用动画属性,如控制参数和预处理运动模块,实现各种个性和行走方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Animation of human walking in virtual environments
This paper presents an interactive hierarchical motion control system dedicated to the animation of human figure locomotion in virtual environments. As observed in gait experiments, controlling the trajectories of the feet during gait is a precise end-point control task. Inverse kinematics with optimal approaches are used to control the complex relationships between the motion of the body and the coordination of its legs. For each step, the simulation of the support leg is executed first, followed by the swing leg, which incorporates the position of the pelvis from the support leg. That is, the foot placement of the support leg serves as the kinematics constraint while the position of the pelvis is defined through the evaluation of a control criteria optimization. Then, the swing leg movement is defined to satisfy two criteria in order: collision avoidance and control criteria optimization. Finally, animation attributes, such as controlling parameters and pre-processed motion modules, are applied to achieve a variety of personalities and walking styles.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信