Filters








190 Hits in 3.8 sec

Evaluating the Physical Realism of Character Animations Using Musculoskeletal Models [chapter]

Thomas Geijtenbeek, Antonie J. van den Bogert, Ben J. H. van Basten, Arjan Egges
2010 Lecture Notes in Computer Science  
We present a method for evaluating the physical realism of character animations, by using musculoskeletal model simulation resulting from biomechanics research.  ...  Both quality measures allow for highly detailed evaluation of the physical realism of character animations.  ...  Method In this section we will describe in detail how a musculoskeletal model can be used to evaluate the physical realism of a character animation.  ... 
doi:10.1007/978-3-642-16958-8_2 fatcat:lif7inrdq5bk3koxh5cknsxo2q

Muscle-Based Control for Character Animation

A.L. Cruz Ruiz, C. Pontonnier, N. Pronost, G. Dumont
2016 Computer graphics forum (Print)  
Muscle-based control is transforming the field of physics-based character animation through the integration of knowledge from neuroscience, biomechanics, and robotics, which enhance motion realism.  ...  The core of this review contains a classification of control methods, tables summarizing their key aspects, and popular neuromuscular functions used within these controllers, all with the purpose of providing  ...  Conclusions and Future Directions Muscle-based animation is gradually enhancing character realism by introducing important biological factors through the use of muscle models and muscle-based controllers  ... 
doi:10.1111/cgf.12863 fatcat:pic43e7cd5hybdxwpoalbqcjre

Automatic Generation of Dynamic Skin Deformation for Animated Characters

2018 Symmetry  
milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications.  ...  deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work.  ...  Author Contributions: All authors contributed to the paper, and approved the present version to be published. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/sym10040089 fatcat:mv4u2tfm6bcz3j64jjx3utvdfi

Modeling and Simulating Virtual Anatomical Humans [chapter]

Forough MadehKhaksar, Zhiping Luo, Nicolas Pronost, Arjan Egges
2013 3D Multiscale Physiological Human  
Acknowledgments This work has been supported by the Dutch research project COMMIT-Virtual Worlds for Well-Being [74] .  ...  In physics-based character animation, use of muscle-based actuation models is uncommon, because of the increased number of DOFs that require control and decreased simulation performance [62] .  ...  Acquisition of the Function of Human Anatomy Once a 3D model of the human body is built, motion and force can be captured and used to derive simulations in order to add realism to computer animation and  ... 
doi:10.1007/978-1-4471-6275-9_6 fatcat:6vjlj66xhfderghcfg5hlj7oae

Animating human lower limbs using contact-invariant optimization

Igor Mordatch, Jack M. Wang, Emanuel Todorov, Vladlen Koltun
2013 ACM Transactions on Graphics  
Motion is synthesized from first principles, given only a detailed physical model of the body and spacetime constraints.  ...  We present a trajectory optimization approach to animating human activities that are driven by the lower body. Our approach is based on contact-invariant optimization.  ...  Acknowledgements We thank Matthew Millard, Tim Dorn, and the anonymous reviewers for helpful comments.  ... 
doi:10.1145/2508363.2508365 fatcat:33orbjpg25gndotbzihsr5o7xa

Active volumetric musculoskeletal systems

Ye Fan, Joshua Litven, Dinesh K. Pai
2014 ACM Transactions on Graphics  
Figure 1 : Our framework spans the entire pipeline for simulating volumetric musculoskeletal systems, starting from data on the active shapes of muscles to physically based simulation of muscles and soft  ...  (a) MRI 1 of the eye can reveal both passive and active muscle shapes. (b) Reconstructed muscle shapes. (c) Physically based simulation of an individual's eye movement using our system.  ...  Acknowledgements This work was funded in part by grants from NSERC, CFI, and the Canada Research Chairs Program. We would like to thank Dr. Qi Wei for the 3D models of the orbit and Dr. Joseph L.  ... 
doi:10.1145/2601097.2601215 fatcat:7j6blvtcejgadj2q4mkfdiiv34

Learning physics-based motion style with nonlinear inverse optimization

C. Karen Liu, Aaron Hertzmann, Zoran Popović
2005 ACM Transactions on Graphics  
This paper presents a novel physics-based representation of realistic character motion.  ...  When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.  ...  This work was supported by the UW Animation Research Labs, NSF grants EIA-0121326, CCR-0092970, IIS-0113007, an NSERC Discovery Grant, the Connaught fund, an Alfred P.  ... 
doi:10.1145/1073204.1073314 fatcat:mwrhazj5r5ejfaww42uukpyeym

Learning physics-based motion style with nonlinear inverse optimization

C. Karen Liu, Aaron Hertzmann, Zoran Popović
2005 ACM SIGGRAPH 2005 Papers on - SIGGRAPH '05  
This paper presents a novel physics-based representation of realistic character motion.  ...  When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.  ...  This work was supported by the UW Animation Research Labs, NSF grants EIA-0121326, CCR-0092970, IIS-0113007, an NSERC Discovery Grant, the Connaught fund, an Alfred P.  ... 
doi:10.1145/1186822.1073314 fatcat:gyqzl2mflfgyhol3l6s6g5nywy

Senescence: An Age-Based Character Simulation Framework

Suren Deepak Rajasekaran, Nicoletta Adamo-Villani
2015 2015 19th International Conference on Information Visualisation  
(Sederberg & Parry, 1986, p.152) Another important development in the area of deformation model is in the domain of facial animation for the simulation of wrinkles and skin aging using a physically based  ...  The validity of the results of the framework was evaluated by a survey that consists of several simulated animations in a generic character mesh.  ... 
doi:10.1109/iv.2015.86 dblp:conf/iv/RajasekaranA15 fatcat:62eeb2r2bzd6hdq2ijkiqqla7m

Dynamic skin deformation simulation using musculoskeletal model and soft tissue dynamics

Akihiko Murai, Q. Youn Hong, Katsu Yamane, Jessica K. Hodgins
2017 Computational Visual Media  
This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design.  ...  In the identification step, we identify the model parameters using a musculoskeletal model and a short sequence of skin deformation data captured via a dense marker set.  ...  Evaluation of identified quasi-static muscle model We first demonstrate the advantage of using musculoskeletal and muscle deformation models to obtain the underlying muscle shapes.  ... 
doi:10.1007/s41095-016-0065-1 fatcat:trv5ou2xrncalhdf3yy7j5a2hy

Optimization-based interactive motion synthesis

Sumit Jain, Yuting Ye, C. Karen Liu
2009 ACM Transactions on Graphics  
We present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment.  ...  Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization problem formulated at every time step.  ...  Kuo for proofreading the manuscript.  ... 
doi:10.1145/1477926.1477936 fatcat:t3mjqjgoybgtfc7zpmwlycbusu

Physically based motion transformation

Zoran Popović, Andrew Witkin
1999 Proceedings of the 26th annual conference on Computer graphics and interactive techniques - SIGGRAPH '99  
We introduce a novel algorithm for transforming character animation sequences that preserves essential physical properties of the motion.  ...  By using the spacetime constraints dynamics formulation our algorithm maintains realism of the original motion sequence without sacrificing full user control of the editing process.  ...  We also thank Sebastian Grassia, Jovan Popović, Andrew Willmott, Elly Winner and our reviewers for the valuable comments during the preparation of this paper.  ... 
doi:10.1145/311535.311536 dblp:conf/siggraph/PopovicW99 fatcat:3ou4gvozfjd2ln2aps2d4s3cry

An Adaptable Approach to Learn Realistic Legged Locomotion without Examples [article]

Daniel Felipe Ordoñez Apraez, Antonio Agudo, Francesc Moreno-Noguer, Mario Martin
2021 arXiv   pre-print
This work proposes a generic approach for ensuring realism in locomotion by guiding the learning process with the spring-loaded inverted pendulum model as a reference.  ...  And most importantly, this is achieved without using motion capture, strong constraints in the dynamics or kinematics of the robot, nor prescribing limb coordination.  ...  Mainly because, to ensure realism, they rely on: • Motion capture references [23, 31] . • Precise modeling of the kinematic constraints and approximate dynamics of the musculoskeletal system [36, 20]  ... 
arXiv:2110.14998v1 fatcat:n5fxubgfozf3pfe3cpn7ioooni

Computer Simulation of the Upper Extremities

William L. Buford, David J. Giurintano
1995 Journal of Hand Therapy  
Initially, LUXO was a typical cartoon animation. However, LUXO’s cre- ators decided that they wanted LUXO to have the “feel” of realism, so a math model of the lamp was created.  ...  One can use mathematical models cal- culated on computers to model events related to the economy, to physics (our splint example), to flight, and even to war.  ... 
doi:10.1016/s0894-1130(12)80316-4 fatcat:w64mzow5cnh4pdn4zbsguxyqqu

A synergy-based control solution for overactuated characters: Application to throwing

Ana Lucia Cruz Ruiz, Charles Pontonnier, Jonathan Levy, Georges Dumont
2016 Computer Animation and Virtual Worlds  
In the current paper, we present a bio-inspired solution for the control of overactuated models in animation, such as musculoskeletal models.  ...  We apply the framework on throwing motions and the results show that these motions can be accurately reproduced on a character with a simplified muscular structure, while preserving important characteristics  ...  Acknowledgements The authors wish to thank Anthony Sorel and Antoine Muller for their precious work. This study was funded by the ANR project ENTRACTE (Grant agreement: ANR 13-CORD-25 002-01) 2 .  ... 
doi:10.1002/cav.1743 fatcat:4weszzfgzff4ljn2rtu34tlalm
« Previous Showing results 1 — 15 out of 190 results