8,835 research outputs found

    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

    Multibody dynamics model building using graphical interfaces

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    In recent years, the extremely laborious task of manually deriving equations of motion for the simulation of multibody spacecraft dynamics has largely been eliminated. Instead, the dynamicist now works with commonly available general purpose dynamics simulation programs which generate the equations of motion either explicitly or implicitly via computer codes. The user interface to these programs has predominantly been via input data files, each with its own required format and peculiarities, causing errors and frustrations during program setup. Recent progress in a more natural method of data input for dynamics programs: the graphical interface, is described

    Ballet Balance Strategies

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    Real-time dynamics for interactive environments

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    This thesis examines the design and implementation of an extensible objectoriented physics engine framework. The design and implementation consolidates concepts from the wide literature in the field and clearly documents the procedures and methods. Two primary dynamic behaviors are explored: rigid body dynamics and articulated dynamics. A generalized collision response model is built for rigid bodies and articulated structures which can be adapted to other types of behaviors. The framework is designed around the use of interfaces for modularity and easy extensibility. It supports both a standalone physics engine and a supplement to a distributed immersive rendering environment. We present our results as a number of scenarios that demonstrate the viability of the framework. These scenarios include rigid bodies and articulated structures in free-fall, collision with dynamic and static bodies, resting contact, and friction. We show that we can effectively combine different dynamics into one cohesive structure. We also explain how we can efficiently extend current behaviors to develop new ones, such as altering rigid bodies to produce different collision responses or flocking behavior. Additionally, we demonstrate these scenarios in both the standalone and the immersive environment

    Dynamic modelling of articulated figures suitable for the purpose of computer animation

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    The animation of articulated bodies presents interest in the areas of biomechanics, sports, medicine and the entertainment industry. Traditional motion control methods for these bodies, such as kinematics and rotoscoping are either expensive to use or very laborious. The motion of articulated bodies is complex mostly because of their number of articulations and the diversity of possible motions. This thesis investigates the possibility of using dynamic analysis in order to define the motion of articulated bodies. Dynamic analysis uses physical quantities such as forces, torques and accelerations, to calculate the motion of the body. The method used in this thesis is based upon the inverse Lagrangian dynamics formulation, which, given the accelerations, velocities and positions of each of the articulations of the body, finds the forces or torques that are necessary to generate such motion. Dynamic analysis offers the possibility of generating more realistic motion and also of automating the process of motion control. The Lagrangian formulation was used first in robotics and thus the necessary adaptations for using it in computer animation are presented. An analytical method for the calculation of ground reaction forces is also derived, as these are the most important external forces in the case of humans and the other animals that are of special interest in computer animation. The application of dynamic analysis in bipedal walking is investigated. Two models of increasing complexity are discussed. The issue of motion specification for articulated bodies is also examined. A software environment, Solaris, is described which includes the facility of dynamic and kinematic motion control for articulated bodies. Finally, the advantages and problematics of dynamic analysis with respect to kinematics and other methods are discussed
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