11,079 research outputs found

    Velocity based controllers for dynamic character animation

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    Dynamic character animation is a technique used to create character movements based on physics laws. Proportional derivative (PD) controllers are one of the preferred techniques in real time character simulations for driving the state of the character from its current state to a new target-state. In this paper is presented an alternative approach named velocity based controllers that are able to introduce into the dynamical system desired limbs relative velocities as constraints. As a result, the presented technique takes into account all the dynamical system to calculate the forces that transform our character from its current state to the target-state. This technique allows realtime simulation, uses a straightforward parameterization for the character muscle force capabilities and it is robust to disturbances. The paper shows the controllers capabilities for the case of human gait animation.Postprint (published version

    Reducing latency when using Virtual Reality for teaching in sport

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    Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for excessive latency, prediction mechanisms may use sophisticated mathematical algorithms, which may not be appropriate for complex virtual teaching applications. This paper suggests that heuristic prediction algorithms could be used to develop more effective and general systems for VR educational applications. A fast synchronization squash simulation illustrates where heuristic prediction can be used to deal with latency problems

    Shape Animation with Combined Captured and Simulated Dynamics

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    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

    Copepods encounter rates from a model of escape jump behaviour in turbulence

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    A key ecological parameter for planktonic copepods studies is their interspecies encounter rate which is driven by their behaviour and is strongly influenced by turbulence of the surrounding environment. A distinctive feature of copepods motility is their ability to perform quick displacements, often dubbed jumps, by means of powerful swimming strokes. Such a reaction has been associated to an escape behaviour from flow disturbances due to predators or other external dangers. In the present study, the encounter rate of copepods in a developed turbulent flow with intensity comparable to the one found in copepods' habitat is numerically investigated. This is done by means of a Lagrangian copepod (LC) model that mimics the jump escape reaction behaviour from localised high-shear rate fluctuations in the turbulent flows. Our analysis shows that the encounter rate for copepods of typical perception radius of ~ {\eta}, where {\eta} is the dissipative scale of turbulence, can be increased by a factor up to ~ 100 compared to the one experienced by passively transported fluid tracers. Furthermore, we address the effect of introducing in the LC model a minimal waiting time between consecutive jumps. It is shown that any encounter-rate enhancement is lost if such time goes beyond the dissipative time-scale of turbulence, {\tau}_{\eta}. Because typically in the ocean {\eta} ~ 0.001m and {\tau}_{\eta} ~ 1s, this provides stringent constraints on the turbulent-driven enhancement of encounter-rate due to a purely mechanical induced escape reaction.Comment: 11 pages, 10 figure
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