10,747 research outputs found

    Physics-based control of virtual characters in low frequency simulations

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    International audienceUsing a lower simulation frequency for physics-based control of virtual characters frees computation time that can be used for more complex environment. However, using low simulation frequency may introduce instabilities inside the simulation. In this paper, we demonstrate that even a simple control strategy can be used at a low simulation frequency by adapting the control parameters. Indeed we show that lower frequencies hold a more restrictive space of possible control parameters than higher ones. We propose a method to find optimized control parameters for frequencies as low as 200Hz. As using such low frequencies may introduce foot-ground contact instabilities, we also introduce an additional control feedback on the stance leg. Our controller shows similar robustness as high frequency controller while using 0.8ms per simulation step

    Adding dynamics to sketch-based character animations

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    International audienceCartoonists and animators often use lines of action to emphasize dynamics in character poses. In this paper, we propose a physically-based model to simulate the line of action's motion, leading to rich motion from simple drawings. Our proposed method is decomposed into three steps. Based on user-provided strokes, we forward simulate 2D elastic motion. To ensure continuity across keyframes, we re-target the forward simulations to the drawn strokes. Finally, we synthesize a 3D character motion matching the dynamic line. The fact that the line can move freely like an elastic band raises new questions about its relationship to the body over time. The line may move faster and leave body parts behind, or the line may slide slowly towards other body parts for support. We conjecture that the artist seeks to maximize the filling of the line (with the character's body)---while respecting basic realism constraints such as balance. Based on these insights, we provide a method that synthesizes 3D character motion, given discontinuously constrained body parts that are specified by the user at key moments
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