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Motion Control
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With
the increased use of motion captured data for character
animation the need for editing such data arises. Participants
in this research area try to find new ways to combine
partial motions (e.g. throwing) with full body motions
(e.g. walking) effectively. The resulting motion has
to look natural and has to retain the original characteristics
of the input motions.
Since
motion capture data is used, it is necessary to convert
it to joint angles usable for animating an articulated
figure.
In
the figure below, the top row shows a newly generated
sequence of frames for a person throwing while walking.
It is generated through the combination of the person's
walking motion (middle row) and a throwing motion (lower
row). Where the throwing motion is actually extracted
from another person's throwing motion while walking.
Participants:
Nadia
Al-Ghreimil, James K. Hahn
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This
research presents procedural methods to solve
the problems of physically based modeling. We
called it physically based procedural methods.
Unlike previous procedural methods, physically
based procedural methods formulate equations of
motions mainly based on physical quantities and
physical meanings. Therefore, the motions from
the physically based procedural methods better
correspond with physical properties. Additionally,
it provides an easy way of controlling the motions
and sound.
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| Participants:
Jong Won Lee, Dongho Kim, James K. Hahn |
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We
have recently been applying the AI technique known
as Genetic Programming (GP) to control the motion
of articulated figures. This allows the system
to automatically generate life-like motion for
jointed figures. The human animator must provide
a fitness function which rates the motion which
the system generates.
Published paper:
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Gritz,
Larry and James K. Hahn. "Genetic
Programming for Articulated Figure Motion",
Journal of Visualization and Computer Animation, vol.
6: 129-142 (1995).
Participants: Larry Gritz, James Hahn
Genetic Programming
for Articulated Figure Motion (4.25M)
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Articulated
figure motion remains a challenging area of computer
animation. It is difficult to create realistic
motion for animated characters using conventional
approaches based on traditional animation. These
approaches largely employ a process known as "keyframing"
where individual poses are constructed at specific
points in time. Interpolation is then performed
to obtain continuous character motion ("in-betweening").
This project explores alternative approaches to
creation of character motion. These include the
use of inverse kinematics and adaptation to the
character's environment. The use of dynamical
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simulation
is also being explored. Another approach involves use
of prerecorded motion capture sequences that are tailored
to the requirements of motion. The resulting motion
retains the expressive qualities of the data without
repetition of a particular motion.
Participants:
James K. Hahn, Shih-kai Chung (Kiles), Nadia Al-Ghreimil,
Doug Wiley
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A
image from "Blowing in the Wind" animation
which demonstrated one dynamic anlysis can be
used both motion and sound seamlessly. Worked
with Sang Yoon Lee and Larry Gritz.
Dynamics
has been used extensively to simulate the physical
world. We have tried to combine this with geometry,
constraints and user interaction. This approach
gives us intuitive control and fast calculation
for some applications.
Participants:
Won Lee , James Hahn
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Interactive
Constraint Dynamics (1.89M) |