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dc.contributor.authorSilva, D. B.en_US
dc.contributor.authorNunes, R. F.en_US
dc.contributor.authorVidal, C. A.en_US
dc.contributor.authorCavalcante‐Neto, J. B.en_US
dc.contributor.authorKry, P. G.en_US
dc.contributor.authorZordan, V. B.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:43:14Z
dc.date.available2018-01-10T07:43:14Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.13096
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13096
dc.description.abstractPhysically based characters have not yet received wide adoption in the entertainment industry because control remains both difficult and unreliable. Even with the incorporation of motion capture for reference, which adds believability, characters fail to be convincing in their appearance when the control is not robust. To address these issues, we propose a simple Jacobian transpose torque controller that employs virtual actuators to create a fast and reasonable tracking system for motion capture. We combine this controller with a novel approach we call the topple‐free foot strategy which conservatively applies artificial torques to the standing foot to produce a character that is capable of performing with arbitrary robustness. The system is both easy to implement and straightforward for the animator to adjust to the desired robustness, by considering the trade‐off between physical realism and stability. We showcase the benefit of our system with a wide variety of example simulations, including energetic motions with multiple support contact changes, such as capoeira, as well as an extension that highlights the approach coupled with a Simbicon controlled walker. With this work, we aim to advance the state‐of‐the‐art in the practical design for physically based characters that can employ unaltered reference motion (e.g. motion capture data) and directly adapt it to a simulated environment without the need for optimization or inverse dynamics.Physically based characters have not yet received wide adoption in the entertainment industry because control remains both difficult and unreliable. Even with the incorporation of motion capture for reference, which adds believability, characters fail to be convincing in their appearance when the control is not robust. To address these issues, we propose a simple Jacobian transpose torque controller that employs virtual actuators to create a fast and reasonable tracking system for motion capture. We combine this controller with a novel approach we call the topple‐free foot strategy which conservatively applies artificial torques to the standing foot to produce a character that is capable of performing with arbitrary robustness.en_US
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subject3D interaction
dc.subjectphysics‐based animation
dc.subjectmotion control
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Animation
dc.titleTunable Robustness: An Artificial Contact Strategy with Virtual Actuator Control for Balanceen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume36
dc.description.number8
dc.identifier.doi10.1111/cgf.13096
dc.identifier.pages499-510


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