13 research outputs found

    Ballet Balance Strategies

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    Using music and motion analysis to construct 3D animations and visualisations

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    This paper presents a study into music analysis, motion analysis and the integration of music and motion to form creative natural human motion in a virtual environment. Motion capture data is extracted to generate a motion library, this places the digital motion model at a fixed posture. The first step in this process is to configure the motion path curve for the database and calculate the possibility that two motions were sequential through the use of a computational algorithm. Every motion is then analysed for the next possible smooth movement to connect to, and at the same time, an interpolation method is used to create the transitions between motions to enable the digital motion models to move fluently. Lastly, a searching algorithm sifts for possible successive motions from the motion path curve according to the music tempo. It was concluded that the higher ratio of rescaling a transition, the lower the degree of natural motio

    Using music and motion analysis to construct 3D animations and visualizations

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    This paper presents a study into music analysis, motion analysis and the integration of music and motion to form creative natural human motion in a virtual environment. Motion capture data is extracted to generate a motion library, this places the digital motion model at a fixed posture. The first step in this process is to configure the motion path curve for the database and calculate the possibility that two motions were sequential through the use of a computational algorithm. Every motion is then analysed for the next possible smooth movement to connect to, and at the same time, an interpolation method is used to create the transitions between motions to enable the digital motion models to move fluently. Lastly, a searching algorithm sifts for possible successive motions from the motion path curve according to the music tempo. It was concluded that the higher ratio of rescaling a transition, the lower the degree of natural motion

    K-Sketch: A 'kinetic' sketch pad for novice animators

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    Because most animation tools are complex and timeconsuming to learn and use, most animations today are created by experts. To help novices create a wide range of animations quickly, we have developed a general-purpose, informal, 2D animation sketching system called K-Sketch. Field studies investigating the needs of animators and would-be animators helped us collect a library of usage scenarios for our tool. A novel optimization technique enabled us to design an interface that is simultaneously fast, simple, and powerful. The result is a pen-based system that relies on users ’ intuitive sense of space and time while still supporting a wide range of uses. In a laboratory experiment that compared K-Sketch to a more formal animation tool (PowerPoint), participants worked three times faster, needed half the learning time, and had significantly lower cognitive load with K-Sketch

    DiffCloth: Differentiable Cloth Simulation with Dry Frictional Contact

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    Cloth simulation has wide applications in computer animation, garment design, and robot-assisted dressing. This work presents a differentiable cloth simulator whose additional gradient information facilitates cloth-related applications. Our differentiable simulator extends a state-of-the-art cloth simulator based on Projective Dynamics (PD) and with dry frictional contact. We draw inspiration from previous work to propose a fast and novel method for deriving gradients in PD-based cloth simulation with dry frictional contact. Furthermore, we conduct a comprehensive analysis and evaluation of the usefulness of gradients in contact-rich cloth simulation. Finally, we demonstrate the efficacy of our simulator in a number of downstream applications, including system identification, trajectory optimization for assisted dressing, closed-loop control, inverse design, and real-to-sim transfer. We observe a substantial speedup obtained from using our gradient information in solving most of these applications

    Many-worlds browsing for control of multibody dynamics

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    Interactive control of linked rigid body simulations

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.Includes bibliographical references (p. 97-100).Numerical simulation of linked rigid-body motion generates realistic motion automatically. Simulation alone, however, prevents intuitive direction. In the worst case, an artist repeatedly tweaks a variety of simulation parameters until she achieves the desired effect. Because of the complexity of the dynamics of linked rigid bodies, the tweaking becomes tedious, even for the simplest animation goals. This thesis describes an interactive technique for direct control of linked rigid-body simulation with a click-and-drag interface. It uses numerical simulation to preserve the physical realism of the motion. Differential control, an interactive form of gradient descent, provides the basis of the interface. This thesis extends differential control to edit the motion of linked rigid bodies connected with passive joints in an open-loop topology. The linked object can collide for an instantaneous or sustained time period at a single point of contact.by Jonathan Jong-Ho Lee.M.Eng

    Statistical and Directable Methods for Large-Scale Rigid Body Simulation

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    This dissertation describes several techniques to improve performance and controllability of large-scale rigid body simulations. We first describe a statistical simulation method that replaces certain stages of rigid body simulation with a statistically- based approximation. We begin by collecting statistical data regarding changes in linear and angular momentum for collisions of a given object. From the data, we extract a statistical ”signature” for the object, giving a compact representation of the object’s response to collision events. During object simulation, both the collision detection and the collision response calculations are replaced by simpler calculations based on the statistical signature. In addition, based on our statistical simulator, we develop a mixed rigid body simulator that combines an impulse-based with a statistically-based collision response method. This allows us to maintain high accuracy in important parts of the scene while achieving greater efficiency by simplifying less important parts of the simulation. The resulting system gives speedups of more than an order of magnitude on several large rigid body simulations while maintaining high accuracy in key places and capturing overall statistical behavior in other places. Also, we introduce two methods for directing pile behavior to form the desired shapes. To fill up the space inside the desired shapes and maintain the stability of the desired pile shapes, our methods analyze the configurations and status of all objects and properly select some candidates to have their degrees of freedom (DOFs) reduced. Our first method utilizes the idea of angles of repose to perform the analysis. According to the desired angle of repose, we create an additional spatial structure to track the piling status and select suitable objects to reduce their DOFs. In our second method, we adapt equilibrium analysis in a local scheme to find “stable” objects of the stacking structure. Then, we restrict their DOFs by adding constraints on them for stabilizing the structure. Overall, our directing methods generate a wider variety of piled structures than possible with strict physically-based simulation

    Investigating User Experience Using Gesture-based and Immersive-based Interfaces on Animation Learners

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    Creating animation is a very exciting activity. However, the long and laborious process can be extremely challenging. Keyframe animation is a complex technique that takes a long time to complete, as the procedure involves changing the poses of characters through modifying the time and space of an action, called frame-by-frame animation. This involves the laborious, repetitive process of constantly reviewing results of the animation in order to make sure the movement-timing is accurate. A new approach to animation is required in order to provide a more intuitive animating experience. With the evolution of interaction design and the Natural User Interface (NUI) becoming widespread in recent years, a NUI-based animation system is expected to allow better usability and efficiency that would benefit animation. This thesis investigates the effectiveness of gesture-based and immersive-based interfaces as part of animation systems. A practice-based element of this research is a prototype of the hand gesture interface, which was created based on experiences from reflective practices. An experimental design is employed to investigate the usability and efficiency of gesture-based and immersive-based interfaces in comparison to the conventional GUI/WIMP interface application. The findings showed that gesture-based and immersive-based interfaces are able to attract animators in terms of the efficiency of the system. However, there was no difference in their preference for usability with the two interfaces. Most of our participants are pleasant with NUI interfaces and new technologies used in the animation process, but for detailed work and taking control of the application, the conventional GUI/WIMP is preferable. Despite the awkwardness of devising gesture-based and immersive-based interfaces for animation, the concept of the system showed potential for a faster animation process, an enjoyable learning system, and stimulating interest in a kinaesthetic learning experience

    Mesh modification using deformation gradients

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 117-131).Computer-generated character animation, where human or anthropomorphic characters are animated to tell a story, holds tremendous potential to enrich education, human communication, perception, and entertainment. However, current animation procedures rely on a time consuming and difficult process that requires both artistic talent and technical expertise. Despite the tremendous amount of artistry, skill, and time dedicated to the animation process, there are few techniques to help with reuse. Although individual aspects of animation are well explored, there is little work that extends beyond the boundaries of any one area. As a consequence, the same procedure must be followed for each new character without the opportunity to generalize or reuse technical components. This dissertation describes techniques that ease the animation process by offering opportunities for reuse and a more intuitive animation formulation. A differential specification of arbitrary deformation provides a general representation for adapting deformation to different shapes, computing semantic correspondence between two shapes, and extrapolating natural deformation from a finite set of examples.(cont.) Deformation transfer adds a general-purpose reuse mechanism to the animation pipeline by transferring any deformation of a source triangle mesh onto a different target mesh. The transfer system uses a correspondence algorithm to build a discrete many-to-many mapping between the source and target triangles that permits transfer between meshes of different topology. Results demonstrate retargeting both kinematic poses and non-rigid deformations, as well as transfer between characters of different topological and anatomical structure. Mesh-based inverse kinematics extends the idea of traditional skeleton-based inverse kinematics to meshes by allowing the user to pose a mesh via direct manipulation. The user indicates the dass of meaningful deformations by supplying examples that can be created automatically with deformation transfer, sculpted, scanned, or produced by any other means. This technique is distinguished from traditional animation methods since it avoids the expensive character setup stage. It is distinguished from existing mesh editing algorithms since the user retains the freedom to specify the class of meaningful deformations. Results demonstrate an intuitive interface for posing meshes that requires only a small amount of user effort.by Robert Walker Sumner.Ph.D
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