Motion Deformation with Prioritized Constraints |
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We present an interactive motion deformation method to modify animations so that they satisfy a set of prioritized constraints.
Our approach successfully handles the problem of retargetting, adjusting a motion, as well as adding significant changes to preexisting animations.
We introduce the concept of prioritized constraints to avoid tweaking issues for competing constraints.
Each frame is individually and smoothly adjusted to enforce a set of prioritized constraints.
The iterative construction of the solution channels the convergence through intermediate solutions, enforcing the highest prioritized constraints first.
In addition, we propose a new, simple formulation to control the position of the center of mass so that the resulting motions are physically plausible.
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Gait Style Editor |
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The Gait style editor provides an H-ANIM compliant interface for the
interactive design of real-time gait styles. The user can select both a desired linear speed and a desired angular speed and tune the current gait style for numerous postural parameters. An integrated step frequency adjustement always ensures the correct realization of the desired linear speed.
The editor is built on top of the VHD++ platform which offers a flexible
initialization of the environment and numerous navigation metaphors.
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Motion
Editing with Prioritized Constraints |
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Our goal is to allow the end-user to transform an original motion by applying
position constraints on freely selected locations of the character body.
More importantly, it is possible to assign a priority level to each constraint.
As a consequence the end-user can enforce a larger range of natural behaviors
where conflicting constraints compete to control a common set of joints.
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A GENERIC MODEL FOR GEOMETRIC CONSTRAINTS DETECTION |
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Constraints are widely used by motion editing techniques as a means to apply changes to existing motions. During this process, we may want to preserve some important features of the original motion. we proposed a generic method to achieve automatic detection of geometric constraints on existing animations. At each frame, elementary geometric constraints are computed with respect to a frame of reference. We then use constraint-related concepts of union and intersection to merge the elementary constraints together and to generate new ones. Finally, our algorithm provides an exhaustive list of geometric constraints on the motion itself as well as with moving objects of the scene.
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Versatile
Walk Engine |
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We propose an H-Anim compliant walk engine producing a realistic walking
pattern with continuously evolving velocity. Apart from an intrinsic real-time
requirement the described walking model addresses three issues: generalization
(animation of a wide population of virtual humans for a wide range of
the walking parameters), openness (user-defined personification of the
gait style) and reactivity (changing the user defined context at any time
while maintaining the coherence of the model).
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Collision-free reaching |
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Our main purpose is the automatic synthesis of collision-free reaching
and grasping motions for both hands, with automatic column control, leg
flexion and walking. In order to solve this difficult problem, we apply
motion planning algorithms based on probabilistic roadmpas to interactively
control a reduced set of DOFs of a human-like character.
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Motion Capture |
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Demonstration of a Motion Capture technique that relies on the position/orientation
measurement provided by magnetic sensors strapped on body segments. The
real-time posture reconstruction algorithm exploits the position measurement
of one sensor (at the spine base) and only the orientation measurement
for the others. This guarantees the high robustness of the method.
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Motion Control System |
| Motion Control System
Demonstration of TRACK, an animation system that integrates the following
techniques in a unified framework:
- direct kinematics (keyframing)
- inverse kinematics
- direct dynamics
- procedural animation: walking and grasping
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