10,567 research outputs found
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
Simulation of granular soil behaviour using the bullet physics library
A physics engine is computer software which provides a simulation of certain physical systems, such as rigid body dynamics, soft body dynamics and fluid dynamics. Physics engines were firstly developed for using in animation and gaming industry ; nevertheless, due to fast calculation speed they are attracting more and more attetion from researchers of the engineering fields. Since physics engines are capable of performing fast calculations on multibody rigid dynamic systems, soil particles can be modeled as distinct rigid bodies. However, up to date, it is not clear to what extent they perform accurately in modeling soil behaviour from a geotechnical viewpoint. To investigate this, examples of pluviation and vibration-induced desification were simulated using the physics engine called Bullet physics library. In order to create soil samples, first, randomly shaped polyhedrons, representing gravels, were generated using the Voronoi tessellation approach. Then, particles were pluviated through a funnel into a cylinder. Once the soil particles settled in a static state, the cylinder was subjected to horizontal sinusoidal vibration for a period of 20 seconds. The same procedure for sample perparation was performed in the laboratory. The results of pluviation and vibration tests weere recorded and compared to those of simulations. A good agreement has been found between the results of simulations and laboratory tests. The findings in this study reinforce the idea that physics engines can be employed as a geotechnical engineering simulation tool
Role of vertical migration in biogenic ocean mixing
Recent efforts to empirically measure and numerically simulate biogenic ocean mixing have consistently observed low mixing efficiency. This suggests that the buoyancy flux achieved by swimming animals in the ocean may be negligible in spite of the observed large kinetic energy dissipation rates. The present letter suggests that vertical migration across isopycnals may be necessary in order to generate overturning and subsequent mixing at length scales significantly larger than the individual animals. The animal-fluid interactions are simulated here using a simplified potential flow model of solid spheres migrating vertically in a stably stratified fluid. The interaction of successive solid bodies with each parcel of fluid is shown to lead, under certain conditions, to vertical displacement of the fluid parcels over distances much larger than the individual body size. These regions of displaced fluid are unstably stratified and, hence, amenable to large-scale overturning and efficient mixing
Shape Animation with Combined Captured and Simulated Dynamics
We present a novel volumetric animation generation framework to create new
types of animations from raw 3D surface or point cloud sequence of captured
real performances. The framework considers as input time incoherent 3D
observations of a moving shape, and is thus particularly suitable for the
output of performance capture platforms. In our system, a suitable virtual
representation of the actor is built from real captures that allows seamless
combination and simulation with virtual external forces and objects, in which
the original captured actor can be reshaped, disassembled or reassembled from
user-specified virtual physics. Instead of using the dominant surface-based
geometric representation of the capture, which is less suitable for volumetric
effects, our pipeline exploits Centroidal Voronoi tessellation decompositions
as unified volumetric representation of the real captured actor, which we show
can be used seamlessly as a building block for all processing stages, from
capture and tracking to virtual physic simulation. The representation makes no
human specific assumption and can be used to capture and re-simulate the actor
with props or other moving scenery elements. We demonstrate the potential of
this pipeline for virtual reanimation of a real captured event with various
unprecedented volumetric visual effects, such as volumetric distortion,
erosion, morphing, gravity pull, or collisions
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