18 research outputs found

    Contribution au Contrôle des Humains Virtuels Interactifs

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    Virtual humans contribute to the evolution of techniques related to concurrent engineering. They allow to test the behaviour of humans towards a digital mock-up of the product being designed.We develop an animation architecture that enables the interaction of virtual humans with the digital mock-up.After describing a state of the art of techniques linked to virtual humans' animation, we deal with passivity loss problems that can arise during interaction. We propose solutions to the problem.In a second step we tackle with constraints linked to the evolution of the virtual human in its environment: non penetration of the environment, joint limits, and above all balance. We develop a simple balance controller that only regard coplanar contacts (this is the case of walk movements), then we extend this controller to a more generic case allowing non coplanar contacts.We developed several types of control modes (free, constrained, automatic…). In the last section we try to schedule them, being careful to continuity between each mode. We then describe the results obtained thanks to our animation platform.Les humains virtuels contribuent à l'évolution des techniques d'ingénierie concourante. Ils doivent permettre de tester les réactions de l'humain face à une maquette virtuelle du produit en cours de développement.Nous développons une architecture d'animation qui permet l'interaction des humains virtuels avec la maquette numérique.Après un état de l'art des techniques d'animation des humains virtuels, nous soulevons des problèmes de perte de passivité qui peuvent se poser lors de l'interaction si l'on n'y prend pas garde, et proposons des éléments de réponse.Dans un second temps nous nous attachons à résoudre les contraintes liées à l'évolution de l'humain virtuel dans son environnement. Nous retenons la non pénétration de l'environnement, les limites articulaires, et surtout l'équilibre. Nous commençons par développer un contrôleur d'équilibre simple, qui ne prend en compte que les cas où les contacts avec l'environnement sont coplanaires (c'est le cas des mouvements de marche par exemple), puis nous étendons ce premier contrôleur à un cas plus général autorisant tout type de contacts.Nous avons mis en œuvre plusieurs types de modes de commande (libre, contraint, automatique…). Dans une dernière partie nous traitons de la problématique de leur ordonnancement, et de la continuité entre modes de commande. Nous exposons alors les résultats obtenus grâce à notre plateforme

    Designing a Virtual Manikin Animation Framework Aimed at Virtual Prototyping

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    International audienceIn the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks to Virtual Humans. We will focus on control. Thanks to algorithms newly introduced in recent research papers, we think we can provide an implementation, which even widens, and simplifies the animation capacities of virtual manikins. In order to do so, we are going to express the industrial expectations as for Virtual Humans, without considering feasibility (not to bias the issue). The second part will show that no commercial application provides the tools that perfectly meet the needs. Thus we propose a new animation framework that better answers the problem. Our contribution is the integration - driven by need ~ of available new scientific techniques to animate Virtual Humans, in a new control scheme that better answers industrial expectations

    Passive Control Architecture for Virtual Humans

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    International audienceIn the present paper, we introduce a new control architecture aimed at driving virtual humans in interaction with virtual environments, by motion capture. It brings decoupling of functionalities, and also of stability thanks to passivity. We show projections can break passivity, and thus must be used carefully. Our control scheme enables task space and internal control, contact, and joint limits management. Thanks to passivity, it can be easily extended. Besides, we introduce a new tool as for manikin's control, which makes it able to build passive projections, so as to guide the virtual manikin when sharp movements are needed

    Integration of a Balanced Virtual Manikin in a Virtual Reality Platform aimed at Virtual Prototyping

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    International audienceThe work presented here is aimed at introducing a virtual human controller in a virtual prototyping framework. After a brief introduction describing the problem solved in the paper, we describe the interest as for digital humans in the context of concurrent engineering. This leads us to draw a control architecture enabling to drive virtual humans in a real-time immersed way, and to interact with the product, through motion capture. Unfortunately, we show this control scheme can lead to unfeasible movements because of the lack of balance control. Introducing such a controller is a problem that was never addressed in the context of real-time. We propose an implementation of a balance controller, that we insert into the previously described control scheme. Next section is dedicated to show the results we obtained. Finally, we propose a virtual reality platform into which the digital character controller is integrated

    Contribution au contrôle des humains virtuels interactifs

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    Les humains virtuels contribuent à l'évolution des techniques d'ingénierie concourante. Ils doivent permettre de tester les réactions de l'humain face à une maquette virtuelle du produit en cours de développement. Nous développons une architecture d'animation qui permet l'interaction des humains virtuels avec la maquette numérique. Après un état de l'art des techniques d'animation des humains virtuels, nous soulevons des problèmes de perte de passivité qui peuvent se poser lors de l'interaction si l'on n'y prend pas garde, et proposons des éléments de réponse. Dans un second temps nous nous attachons à résoudre les contraintes liées à l'évolution de l'humain virtuel dans son environnement. Nous retenons la non pénétration de l'environnement, les limites articulaires, et surtout l'équilibre. Nous commençons par développer un contrôleur d'équilibre simple, qui ne prend en compte que les cas où les contacts avec l'environnement sont coplanaires (c'est le cas des mouvements de marche par exemple), puis nous étendons ce premier contrôleur à un cas plus général autorisant tout type de contacts. Nous avons mis en œuvre plusieurs types de modes de commande (libre, contraint, automatique ). Dans une dernière partie nous traitons de la problématique de leur ordonnancement, et de la continuité entre modes de commande. Nous exposons alors les résultats obtenus grâce à notre plateforme.Virtual humans contribute to the evolution of techniques related to concurrent engineering. They allow to test the behaviour of humans towards a digital mock-up of the product being designed. We develop an animation architecture that enables the interaction of virtual humans with the digital mock-up. After describing a state of the art of techniques linked to virtual humans' animation, we deal with passivity loss problems that can arise during interaction. We propose solutions to the problem. In a second step we tackle with constraints linked to the evolution of the virtual human in its environment: non penetration of the environment, joint limits, and above all balance. We develop a simple balance controller that only regard coplanar contacts (this is the case of walk movements), then we extend this controller to a more generic case allowing non coplanar contacts. We developed several types of control modes (free, constrained, automatic ). In the last section we try to schedule them, being careful to continuity between each mode. We then describe the results obtained thanks to our animation platform.NANTES-BU Sciences (441092104) / SudocNANTES-Ecole Centrale (441092306) / SudocSudocFranceF

    Balanced Virtual Humans Interacting with their Environment

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    International audienceThe animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are very painful. It takes days to a specialist to build such animated sequences, and it is not adaptive to any type of modifications. Our main purpose is the virtual human for engineering, especially virtual prototyping. As for this domain of activity, such amounts of time are prohibitive
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