TY - JOUR
T1 - Pose controlled physically based motion
AU - Fattal, Raanan
AU - Lischinski, Dani
PY - 2006/12
Y1 - 2006/12
N2 - In this paper we describe a new method for generating and controlling physically-based motion of complex articulated characters. Our goal is to create motion from scratch, where the animator provides a small amount of input and gets in return a highly detailed and physically plausible motion. Our method relieves the animator from the burden of enforcing physical plausibility, but at the same time provides full control over the internal DOFs of the articulated character via a familiar interface. Control, over the global DOFs is also provided by supporting kinematic constraints. Unconstrained portions of the motion are generated in real time, since the character is driven by joint torques generated by simple feedback controllers. Although kinematic constraints are satisfied using an iterative search (shooting), this process is typically inexpensive, since it only adjusts a few DOFs at a few time instances. The low expense of the optimization, combined with the ability to generate unconstrained motions in real time yields an efficient and practical tool, which is particularly attractive for high inertia motions with a relatively small number of kinematic constraints.
AB - In this paper we describe a new method for generating and controlling physically-based motion of complex articulated characters. Our goal is to create motion from scratch, where the animator provides a small amount of input and gets in return a highly detailed and physically plausible motion. Our method relieves the animator from the burden of enforcing physical plausibility, but at the same time provides full control over the internal DOFs of the articulated character via a familiar interface. Control, over the global DOFs is also provided by supporting kinematic constraints. Unconstrained portions of the motion are generated in real time, since the character is driven by joint torques generated by simple feedback controllers. Although kinematic constraints are satisfied using an iterative search (shooting), this process is typically inexpensive, since it only adjusts a few DOFs at a few time instances. The low expense of the optimization, combined with the ability to generate unconstrained motions in real time yields an efficient and practical tool, which is particularly attractive for high inertia motions with a relatively small number of kinematic constraints.
KW - Animation control
KW - Articulated characters
KW - Feedback controllers
KW - Kinematic constraints
KW - Physically based motion
KW - Shooting
UR - http://www.scopus.com/inward/record.url?scp=33845435383&partnerID=8YFLogxK
U2 - 10.1111/j.1467-8659.2006.00998.x
DO - 10.1111/j.1467-8659.2006.00998.x
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AN - SCOPUS:33845435383
SN - 0167-7055
VL - 25
SP - 777
EP - 787
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 4
ER -