11,079 research outputs found
Velocity based controllers for dynamic character animation
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
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
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
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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