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Interactive Control For Physically-Based Animation
- Proceedings of SIGGRAPH 2000
, 2000
"... We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discrete input actions afforded by a standard mouse and keyboard allow for the creation of a broad range of motions. We apply ou ..."
Abstract
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Cited by 44 (2 self)
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We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discrete input actions afforded by a standard mouse and keyboard allow for the creation of a broad range of motions. We apply our techniques to interactively control planar dynamic simulations of a bounding cat, a gymnastic desk lamp, and a human character capable of walking, running, climbing, and various gymnastic behaviors. The interactive control techniques allows a performer's intuition and knowledge about motion planning to be readily exploited. Video games are the current target application of this work. CR Categories: I.3.6 [ Computer Graphics]: Methodology and Techniques--- Interaction Techniques; I.3.7 [ Computer Graphics ]: Three-Dimensional Graphics and Realism---Animation; I.6.8 [ Simulation and Modeling]: Types of Simulation---Animation Keywords: physically based animation, user interfaces 1 Introduc...
Layered Acting For Character Animation
, 2003
"... We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the ..."
Abstract
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Cited by 39 (0 self)
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We introduce an acting-based animation system for creating and editing character animation at interactive speeds. Our system requires minimal training, typically under an hour, and is well suited for rapidly prototyping and creating expressive motion. A real-time motion-capture framework records the user's motions for simultaneous analysis and playback on a large screen. The animator's realworld, expressive motions are mapped into the character's virtual world. Visual feedback maintains a tight coupling between the animator and character. Complex motion is created by layering multiple passes of acting. We also introduce a novel motion-editing technique, which derives implicit relationships between the animator and character. The animator mimics some aspect of the character motion, and the system infers the association between features of the animator's motion and those of the character. The animator modifies the mimic by acting again, and the system maps the changes onto the character. We demonstrate our system with several examples and present the results from informal user studies with expert and novice animators.
A Constraint-Based Technique for Haptic Volume Exploration
, 2003
"... We present a haptic rendering technique that uses directional constraints to facilitate enhanced exploration modes for volumetric datasets. The algorithm restricts user motion in certain directions by incrementally moving a proxy point along the axes of a local reference frame. Reaction forces are g ..."
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Cited by 11 (2 self)
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We present a haptic rendering technique that uses directional constraints to facilitate enhanced exploration modes for volumetric datasets. The algorithm restricts user motion in certain directions by incrementally moving a proxy point along the axes of a local reference frame. Reaction forces are generated by a spring coupler between the proxy and the data probe, which can be tuned to the capabilities of the haptic interface. Secondary haptic effects including field forces, friction, and texture can be easily incorporated to convey information about additional characteristics of the data. We illustrate the technique with two examples: displaying fiber orientation in heart muscle layers and exploring diffusion tensor fiber tracts in brain white matter tissue. Initial evaluation of the approach indicates that haptic constraints provide an intuitive means for displaying directional information in volume data.
Intelligent Support of Interactive Manual Control: Design, Implementation and Evaluation of Look-Ahead Haptic Guidance
- University of British Columbia
, 2004
"... as conforming ..."
A generalized framework for interactive dynamic simulation for multirigid bodies
- IEEE Transactions on Systems, Man, and Cybernetics – Part B: Cybernetics
, 2004
"... Abstract—This paper presents a generalized framework for dynamic simulation realized in a prototype simulator called the Interactive Generalized Motion Simulator (I-GMS), which can simulate motions of multirigid-body systems with contact interaction in virtual environments. I-GMS is designed to meet ..."
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Cited by 1 (0 self)
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Abstract—This paper presents a generalized framework for dynamic simulation realized in a prototype simulator called the Interactive Generalized Motion Simulator (I-GMS), which can simulate motions of multirigid-body systems with contact interaction in virtual environments. I-GMS is designed to meet two important goals: generality and interactivity. By generality, we mean a dynamic simulator which can easily support various systems of rigid bodies, ranging from a single free-flying rigid object to complex linkages such as those needed for robotic systems or human body simulation. To provide this generality, we have developed I-GMS in an object-oriented framework. The user interactivity is supported through a haptic interface for articulated bodies, introducing interactive dynamic simulation schemes. This user-interaction is achieved by performing push and pull operations via the PHANToM haptic device, which runs as an integrated part of I-GMS. Also, a hybrid scheme was used for simulating internal contacts (between bodies in the multirigid-body system) in the presence of friction, which could avoid the nonexistent solution problem often faced when solving contact problems with Coulomb friction. In our hybrid scheme, two impulse-based methods are exploited so that different methods are applied adaptively, depending on whether the current contact situation is characterized as “bouncing ” or “steady. ” We demonstrate the user-interaction capability of I-GMS through on-line editing of trajectories of a 6-degree of freedom (dof) articulated structure. Index Terms—Articulated dynamics, contact dynamics, dynamic simulation, haptic interaction, interactive simulation, object-oriented design, rigid-body contact. I.
INTELLIGENT
"... Abstract—Intelligent systems are increasingly able to offer real-time information relevant to a user’s manual control of an interactive system, such as dynamic system control space constraints for animation control and driving. However, it is difficult to present this information in a usable manner ..."
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Cited by 1 (0 self)
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Abstract—Intelligent systems are increasingly able to offer real-time information relevant to a user’s manual control of an interactive system, such as dynamic system control space constraints for animation control and driving. However, it is difficult to present this information in a usable manner and other approaches which have employed haptic cues for manual control in “slow ” systems often lead to instabilities in highly dynamic tasks. We present a predictive haptic guidance method based on a look-ahead algorithm, along with a user evaluation which compares it with other approaches (no guidance and a standard potential-field method) in a 1-DoF steered path-following scenario. Look-ahead guidance outperformed the other methods in both quantitative performance and subjective preference across a range of path complexity and visibility and a force analysis demonstrated that it applied smaller and fewer forces to users. These results (which appear to derive from the predictive guidance’s supporting users in taking earlier and more subtle corrective action) suggest the potential of predictive methods in aiding manual control of dynamic interactive tasks where intelligent support is available. Index Terms—Human factors, evaluation/methodology, haptic I/O, user-centered design. æ
M.-P. Cani, J. O’Brien (Editors) Physics-Based Motion Retiming
"... By changing only the playback timing of a motion sequence, an animator can achieve a variety of effects that alter our perception of an event. In some scenarios, it may be important to consider physical properties of the motion when retiming (e.g., to preserve physical plausibility). However, existi ..."
Abstract
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By changing only the playback timing of a motion sequence, an animator can achieve a variety of effects that alter our perception of an event. In some scenarios, it may be important to consider physical properties of the motion when retiming (e.g., to preserve physical plausibility). However, existing retiming solutions can be quite time consuming when physical parameters are considered. This paper presents an interactive method for creating optimal motion retimings that takes into account physically based constraints and objective functions. We achieve fast performance through a precomputation phase where constraints are projected into the two-dimensional space of velocities and accelerations along the input motion path. Unlike previous approaches, our precomputation technique allows for rapid computation of plausible contact forces that result from retiming, and it also accommodates changing physical parameters. We demonstrate our approach by creating physically plausible results for changes in motion duration, manipulations of the gravity vector, and modifications of character limb masses.
Visibility volumes for interactive path optimization
- THE VISUAL COMPUTER
, 2008
"... Abstract We describe a real-time system that supports design of optimal flight paths over terrains. These paths either maximize view coverage or minimize vehicle exposure to ground. A volume-rendered display of multi-viewpoint visibility and a haptic interface assists the user in selecting, assessin ..."
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Abstract We describe a real-time system that supports design of optimal flight paths over terrains. These paths either maximize view coverage or minimize vehicle exposure to ground. A volume-rendered display of multi-viewpoint visibility and a haptic interface assists the user in selecting, assessing, and refining the computed flight path. We design a three-dimensional scalar field representing the visibility of a point above the terrain, describe an efficient algorithm to compute the visibility field, and develop visual and haptic schemes to interact with the visibility field. Given the origin and destination, the desired flight path is computed using an efficient simulation of an articulated rope under the influence of the visibility gradient. The simulation framework also accepts user input, via the haptic interface, thereby allowing manual refinement of the flight path.
Predictive Haptic Guidance: . . .
, 2006
"... Intelligent systems are increasingly able to offer real-time information relevant to a user’s manual control of an interactive system, such as dynamic system control space constraints for animation control and driving. However, it is difficult to present this information in a usable manner and othe ..."
Abstract
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Intelligent systems are increasingly able to offer real-time information relevant to a user’s manual control of an interactive system, such as dynamic system control space constraints for animation control and driving. However, it is difficult to present this information in a usable manner and other approaches which have employed haptic cues for manual control in “slow ” systems often lead to instabilities in highly dynamic tasks. We present a predictive haptic guidance method based on a look-ahead algorithm, along with a user evaluation which compares it with other approaches (no guidance and a standard potential-field method) in a 1-DoF steered path-following scenario. Look-ahead guidance outperformed the other methods in both quantitative performance and subjective preference across a range of path complexity and visibility and a force analysis demonstrated that it applied smaller and fewer forces to users. These results (which appear to derive from the predictive guidance’s supporting users in taking earlier and more subtle corrective action) suggest the potential of predictive methods in aiding manual control of dynamic interactive tasks where intelligent support is available.
Interactive Exploration of Volumetric Data Sets With a Combined Visual and Haptic Interface
, 2007
"... The analysis of complex volumetric data sets is a critical component of many scientific and engineering applications. The difficulty of understanding the increasing amount of data generated by these applications motivates the need for effective and intuitive visualization approaches that allow users ..."
Abstract
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The analysis of complex volumetric data sets is a critical component of many scientific and engineering applications. The difficulty of understanding the increasing amount of data generated by these applications motivates the need for effective and intuitive visualization approaches that allow users to extract relevant information from the data in a relatively short amount of time. Even though a great variety of visualization techniques are available today, the effectiveness of a particular approach is often limited by the ability of the user to interact with the presented information. Incorporating three-dimensional interaction metaphors into the visualization environment has great potential to assist the user during the data exploration process. This dissertation develops and evaluates interactive visualization methods that combine threedimensional graphical and haptic displays for the exploration of volumetric data sets. A number of techniques are suggested that are suitable for augmenting the traditional visualization interface with visual and haptic interaction methods for guiding the user during exploration. The advantage of the presented approach is that the rendering algorithms do not require a preprocessing stage to extract intermediate geometric representations from the data. Thus, the user has direct control

