11/19/1998 3:45pm-4:45pm ECCR 265
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Animating Human Motion
Georgia Institute of Technology
Computer animations and virtual environments both require a source of motion
for their characters. We are exploring one possible solution to this problem:
applying control algorithms to physically realistic models of the systems that
we would like to animate. By using these techniques to simulate humans, we are
working towards avatars that are responsive to the user's subtle gestures and
interactive agents that respond appropriately to events in a virtual
environment. For example, we have developed control algorithms that allow rigid
body models to run or bicycle at a variety of speeds, bounce on a trampoline,
and to perform a handspring vault and several platform dives.
To facilitate the development of new characters for an animation, we have
developed algorithms that adapt existing control algorithms to a new character
in a semi-automatic fashion. Recently, we have begun to use human data to
adjust the behavior of the control systems. Because our goal is natural looking
motion, we compare the computed motion for each simulation to that of humans
performing similar maneuvers. We perform the comparison qualitatively with real
video images and quantitatively with biomechanical data.
Refreshments will be served immediately before the talk at 3:30pm.
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