• Title/Summary/Keyword: Rigid-Body Animation

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Motion Control on Animation Space (애니메이션 공간에서의 제어의 통한 동작 생성)

  • Park, Ji-Heon;Park, Seong-Heon
    • The KIPS Transactions:PartA
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    • v.8A no.2
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    • pp.167-178
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    • 2001
  • This paper presents a new methodology for specification and control of the motion of an articulated rigid body for the purposes of animation by coordinate transformations. The approach is to formulate the problem as a coordinate transformation from the joint space of the body to a user-defined animation space which is chosen for convenience in constraining the motion. Constraints are applied to the resulting coordinate transformation equations. It is sufficiently general so that it can be applied to all common types of control problems, including closed loop as well as open loop mechanisms. We also provided a new approach to simulate a closed loop mechanism, which is using animation space transformation technique. The method is formulated in detail and is demonstrated by animating the motion of an inchworm.

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Computer Graphic Animation based on Forward Dynamic Simulation (Forward Dynamic 시뮬래이션을 이용한 컴퓨터 그래픽 애니매이션)

  • Park, Jihun
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.48-60
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    • 1996
  • This paper present a new technique for doing realistic computer animation. The method is based on forward dynamic simulation and nonlinear problem solving (parameter optimization) technique. Objects are modelled physically and simulated faithfully while satisfying kinematic and geometric constraints. This forward dynamic simulation gives us very realistic motions especially for non-voluntary motions. Then we extend simulation technique to do animation using parameter optimization. The basic idea is to add motion control over the entire animation. The motion control is finding optimal solutions while satisfying user's animation goals. We provide two different animation technique; one is for rigid body without joint actuators and the other is for rigid body with linear joint actuators. To achieve motion control, we convert single simulation to single nonliner function evaluation while either setting initial conditions as variables for the function or allocating control variables in terms of time. This method is presented with two animation examples: dice-magic and human stand-up.

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Interactive Simulation between Rigid body and Fluid using Simplified Fluid-Surface Model (간략화된 유체 표면모델을 이용한 강체와 유체의 상호작용 시뮬레이션)

  • Kim, Eun-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.323-328
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    • 2009
  • Natural Phenomena are simulated to make computer users feel verisimilitude and be immersed in games or virtual reality. The important factor in simulating fluid such as water or sea using 3D rendering technology in games or virtual reality is real-time interaction and reality. There are many difficulties in simulating fluid models because it is controlled by many equations of each specific situation and many parameter values. In addition, it needs a lot of time in processing physically-based simulation. In this paper, I suggest simplified fluid-surface model in order to represent interaction between rigid body and fluid, and it can make faster simulation by improved processing. Also, I show movement of fluid surface which is come from collision of rigid body caused by reaction of fluid in representing interaction between rigid body and fluid surface. This natural fluid-surface model suggested in this paper is represented realistically in real-time using fluid dynamics veri similarly. And the fluid-surface model will be applicable in games or animation by realizing it for PC environment to interact with this.

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Faster Collision Response for Rigid Articulated Bodies by Reformulating Linear Equations (선형방정식의 재구성을 통한 강체 다관절체 충돌반응 속도 개선)

  • Jeong Dae-Hyun;Lee Joong-Ha;Kim Eun-Ju;Ryu Kwan-Woo
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.554-563
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    • 2006
  • We present a linear-time algorithm for treating collision response of articulated rigid bodies in physically based modeling. By utilizing the topology of articulated rigid bodies and the property of linear equations, our method can solve in linear time the system of linear equations that is crucial for treating collision response. We also present several new joint condition equations for articulated rigid bodies composed of various joints.

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Fast GPU Computation of the Mass Properties of a General Shape and its Application to Buoyancy Simulation

  • Kim, Jin-Wook;Kim, Soo-Jae;Ko, Hee-Dong;Terzopoulos, Demetri
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.326-333
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    • 2007
  • To simulate solid dynamics,a we must com-pute the mass, the center of mass, and the products of inertia about the axes of the body of interest. These mass property computations must be continuously re-peated for certain simulations with rigid bodies or as the shape of the body changes. We introduce a GPU-friendly algorithm to approximate the mass properties for an arbitrarily shaped body. Our algorithm converts the necessary volume integrals into surface integrals on a projected plane. It then maps the plane into a frame-buffer in order to perform the surface integrals rapidly on the GPU. To deal with non-convex shapes, we use a depth-peeling algorithm. Our approach is image-based; hence, it is not restricted by the mathematical or geometric representation of the body, which means that it can efficiently compute the mass properties of any object that can be rendered on the graphics hardware. We compare the speed and accuracy of our algorithm with an analytic algorithm, and demonstrate it in a hydrostatic buoyancy simulation for real-time applications, such as interactive games.

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Human Motion Control Using Dynamic Model (동력학 모델을 이용한 인체 동작 제어)

  • Kim, Chang-Hoe;O, Byeong-Ju;Kim, Seung-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.141-152
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    • 1999
  • In this paper, We performed the human body dynamic modelling for the realistic animation based on the dynamical behavior of human body, and designed controller for the effective control of complicate human dynamic model. The human body was simplified as a rigid body which consists of 18 actuated degrees of freedom for the real time computation. Complex human kinematic mechanism was regarded as a composition of 6 serial kinematic chains : left arm, right arm, support leg, free leg, body, and head. Based on the this kinematic analysis, dynamic model of human body was determined using Newton-Euler formulation recursively. The balance controller was designed in order to control the nonlinear dynamics model of human body. The effectiveness of designed controller was examined by the graphical simulation of human walking motion. The simulation results were compared with the model base control results. And it was demonstrated that, the balance controller showed better performance in mimicking the dynamic motion of human walking.

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An Application of Screw Motions for Mechanical Assemblies (기계부품들의 조립 및 해체과정 설계를 위한 스크류이론의 응용)

  • 김재정
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.60-67
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    • 1997
  • CAD systems offer a variety of techniques for designing and rendering models of static 3D objects and even of mechanisms, but relatively few tools exist for interactively specifying arbitrary movements of rigid bodies through space. Such tools are essential, not only for artistic animation, but also, for planning and demonstrating assembly and disassembly procedure of manufactured products. A rigid body motion is a continuous mapping from the time domain to a set of positions. To relieve the designers from the burden of specifying this mapping in abstract mathematical terms, combinations of simple rigid motion primitives, such as linear translations or constant axis rotations, are often used. These simple motions are planar and thus ill-suited for approximating arbitrary motions in 3D-space. Instead, we propose the screw motion primitive, a special combination of linear translations and constant axis rotations, which has a simple geometric representation that can be automatically and unambiguously computed from the starting and ending positions of the moving body. Although, any two positions may be interpolated by an infinity of motions, we chose the screw motion for its relative generality and its computational advantages. The paper covers original algorithms for computing the screw motions from interpolated positions and envelopes of swept regions to predict collisions.

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Human Dynamic Model for Real-time Animation (실시간 애니메이션을 위한 인체 동력학 모델)

  • 오병주;윤필현김창회
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.453-456
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    • 1998
  • 컴퓨터 그래픽스 기술의 발전과 더불어 인체의 움직임을 사실적으로 구현하기 위한 연구가 활발하게 진행되고 있다. 본 논문에서는 인체의 동력학적 특성을 고려한 실시간 애니메이션이 가능하도록 인체를 모델링하였다. 인체의 동력학적 특성을 해석하기 위하여 인체를 16 자유도를 갖는 강체(rigid body)로 가정하였으며 Branch 형태의 복잡한 기구학적 형상을 가진 인체를 5개의 단순한 형태의 기구학적 연결체로 분할 하여 모델링을 수행하였다. 이러한 동력학 모델은 단순히 기구학 만을 이용하는 경우보다 사실적이면서도 실시간으로 애니메이션이 가능하다. 이와 같이 동력학적 모델을 사용하여 애니메이션을 수행할 경우 부가적인 장비를 사용하지 않고도 다양한 형태의 인간 움직임을 사실적으로 모사할 수 있다.

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Vehicle Crash Simulation using Trajectory Optimization (경로 최적화 알고리즘을 이용한 3차원 차량 충돌 시뮬레이션)

  • Seong, Jin-Wook;Ko, Seung-Wook;Kwon, Tae-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.11-19
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    • 2015
  • Our research introduces a novel system for creating 3D vehicle animation. Our system is for intuitively authoring vehicle accident scenes according to videos or based on user-drawn trajectories. Our system has been implemented by combining three existing ideas. The first part is for obtaining 3D trajectory of a vehicle from black-box videos. The second part is a tracking algorithm that controls a vehicle to follow a given trajectory with small errors. The last part optimizes the vehicle control parameters so that the error between the input trajectory and simulated vehicle trajectory is minimized. We also simulate the deformation of the car due to an impact to achieve believable results in real-time.

An Example-Based Approach to the Synthesis of Rube Goldberg Machines (루브 골드버그 기계의 합성을위한 예제 기반 접근방법)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.25-32
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    • 2014
  • We present an example-based approach to synthesizing physically simulated Rube Goldberg machines in which a series of rigid body elements are sequentially triggered and driven along the causal chain. Given a set of elements, our goal is to automatically instantiate and arrange those elements to meet the user-specified requirements including the start and end positions, and the boundary of movement. To do so, we first sample small-scale machines consisting of only a few elements randomly, and represent the connectivity between every pair of components as a graph structure. Searching over possible paths in this graph solves our problem by finding a path that can be unrolled to satisfy the given requirements, and then assembling components sequentially along the solution path. In order to ensure that the machine works precisely in a physically simulated environment, we finally elaborate the layout of assembled components by a simple greedy algorithm. We demonstrate the usefulness of our approach by displaying a large diversity of Rube Goldberg machines built with only five kinds of elements.