17,572 research outputs found
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
Animation, Simulation, and Control of Soft Characters using Layered Representations and Simplified Physics-based Methods
Realistic behavior of computer generated characters is key to bringing virtual environments, computer games, and other interactive applications to life. The plausibility of a virtual scene is strongly influenced by the way objects move around and interact with each other. Traditionally, actions are limited to motion capture driven or pre-scripted motion of the characters. Physics enhance the sense of realism: physical simulation is required to make objects act as expected in real life. To make gaming and virtual environments truly immersive,it is crucial to simulate the response of characters to collisions and to produce secondary effects such as skin wrinkling and muscle bulging. Unfortunately, existing techniques cannot generally achieve these effects in real time, do not address the coupled response of a character's skeleton and skin to collisions nor do they support artistic control. In this dissertation, I present interactive algorithms that enable physical simulation of deformable characters with high surface detail and support for intuitive deformation control. I propose a novel unified framework for real-time modeling of soft objects with skeletal deformations and surface deformation due to contact, and their interplay for object surfaces with up to tens of thousands of degrees of freedom.I make use of layered models to reduce computational complexity. I introduce dynamic deformation textures, which map three dimensional deformations in the deformable skin layer to a two dimensional domain for extremely efficient parallel computation of the dynamic elasticity equations and optimized hierarchical collision detection. I also enhance layered models with responsive contact handling, to support the interplay between skeletal motion and surface contact and the resulting two-way coupling effects. Finally, I present dynamic morph targets, which enable intuitive control of dynamic skin deformations at run-time by simply sculpting pose-specific surface shapes. The resulting framework enables real-time and directable simulation of soft articulated characters with frictional contact response, capturing the interplay between skeletal dynamics and complex,non-linear skin deformations
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
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Analysis and synthesis of bipedal humanoid movement : a physical simulation approach
textAdvances in graphics and robotics have increased the importance of tools for synthesizing humanoid movements to control animated characters and physical robots. There is also an increasing need for analyzing human movements for clinical diagnosis and rehabilitation. Existing tools can be expensive, inefficient, or difficult to use. Using simulated physics and motion capture to develop an interactive virtual reality environment, we capture natural human movements in response to controlled stimuli. This research then applies insights into the mathematics underlying physics simulation to adapt the physics solver to support many important tasks involved in analyzing and synthesizing humanoid movement. These tasks include fitting an articulated physical model to motion capture data, modifying the model pose to achieve a desired configuration (inverse kinematics), inferring internal torques consistent with changing pose data (inverse dynamics), and transferring a movement from one model to another model (retargeting). The result is a powerful and intuitive process for analyzing and synthesizing movement in a single unified framework.Computer Science
Computational design of skinned Quad-Robots
We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins. Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton, and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory. We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype
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