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Animating Human Athletics

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Animating Human Athletics. Jessica K. Hodgins, Wayne L. Wooten, David C. Brogan and James F. O'Brien. SIGGRAPH 1995. Jaeho Kim, VR Lab. Animating Human Athletics ... – PowerPoint PPT presentation

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Title: Animating Human Athletics


1
Animating Human Athletics
  • Jessica K. Hodgins, Wayne L. Wooten,
  • David C. Brogan and James F. OBrien
  • SIGGRAPH 1995
  • Jaeho Kim, VR Lab.

2
Animating Human Athletics
  • Dynamic simulation of human motion
  • Running
  • Cycling
  • Vaulting

3
Preliminary
  • Passive system
  • Active system
  • Torque
  • Inverse kinematics

4
Passive systems vs. Active systems
  • Passive systems
  • Only external forces alter the motion of the
    system
  • Examples Leaves, water spray, and clothing
  • Active systems
  • Motors, muscles, or other internal forces control
    the motion of the system
  • Examples Running human, and swimming fish

5
Torque
  • Rigid body dynamics
  • Newtons equation for translations
  • Eulers equation for rotational motion
  • Torque

6
Inverse kinematics
  • Inverse kinematics
  • Given location and orientation of end effector,
    find joint variables

?
7
Animating Human Athletics
  • Dynamic simulation of human motion
  • Running
  • Cycling
  • Vaulting
  • Control algorithms
  • state machines that describe each specific motion

8
Related work
  • Robotics
  • Biomechanics
  • Motion capture data
  • Muscle activation data
  • Energy curve
  • Stance duration, flight duration, step length
  • Computer graphics
  • Jack system

9
Problems
10
Problems
  • Human models ?
  • Dynamics ?
  • Controls ?
  • Visualization ?

System design
11
System design
  • Active system

desired behavior
Forces and torques
Model
User
Control
Numerical Integrator
state
graphics
12
System design
  • Active system

desired behavior
Forces and torques
Model
User
Control
SDFast from Symbolic Dynamics
state
graphics
13
Human model
  • Between 15 and 17 regid bodies connected with
    rotary joints, allowing 22 to 32 controlled DOF
  • Body segment densities obtained from
    biomechanical data
  • Mass and moments of inertia calculated from the
    polygonal model

14
Control Algorithms
Forces and torques
desired behavior
Control
  • state machines connecting phase of behavior to
    active control laws

15
Control Algorithms
Forces and torques
desired behavior
Control
  • Control the primary actions using equations for
    motion
  • Basic process (for each time step)
  • calculate joint positions and velocities
  • compute joint torque (with proportional-derivative
    servos)
  • integrate equations of motion
  • Hand designed and tuned

16
Control Laws
Forces and torques
desired behavior
Control
  • Proportional-derivative servos
  • To compute the force required to move joints to
    the desired position

17
System design
  • Active system

desired behavior
Forces and torques
Model
User
Control
SDFast from Symbolic Dynamics
state
graphics
18
Human Motion
  • Running
  • Bicycling
  • Vaulting

19
Running
20
Active Leg
  • At touchdown
  • The desired distance from the hip to the heel
    projected onto the ground plane
  • To compute the desired knee and hip angle
  • ? xhh, yhh, and zhh,
  • ? the inverse kinematics of the leg
  • Related to forward velocity

21
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22
  • Proportional-derivative servos are used to
    compute torques for the hip joint of the stance
    leg

23
Idle Leg
  • To be shortened so that the toe does not stub the
    ground
  • The hip angles mirror the motion of the active leg

24
Sh0ulder
25
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26
Bicycling
  • (two-sided) Spring and damper systems
  • The hands to the handlebars
  • The feet to the pedals
  • The crank to the rear wheel

27
The desired torque at the crank
  • The desired torque at the crank
  • The desired forces from the left and right legs

28
Steering
  • a roll angle
  • ß yaw angle

29
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30
Vaulting
  • Spring board
  • Spring and damper model

31
Putting the hands on the horse
32
Balance controller
  • Center of mass must remain over the support
    polygon
  • Controller derives desired joint angles based on
    the error between the desired center of mass and
    the actual center of mass
  • Knee angle computed to maintain body height

33
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34
Higher-level behaviors
  • Choreographing an animation with many bicyclists
    or runners
  • difficult !!!
  • Implemented the Reynolds algorithm
  • To control a group where the members have
    dynamics
  • Refer to Brogan and Hodgins, Group behaviors for
    systems with significant dynamics, IEEE/RSJ
    International Conference on Intelligent robot and
    systems, 1995

35
Secondary motions
  • Sweatpants
  • Splashing water

36
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37
Conclusion
  • Dynamic simulation of human motion
  • Running
  • Cycling
  • Vaulting
  • Control algorithms
  • state machines that describe each specific motion
  • Control the primary actions using equations for
    motion

38
Discussion
  • Advantages
  • produce physically correct/realistic motions
  • easy to create simulated motion
  • can easily create similar motions
  • Disadvantages
  • robust algorithms difficult to create
  • require detailed knowledge of the system
  • computational expense grows with constraints
  • generally accurate only for one complete action

Human simulation, Keith Thoresz, Suan Yong,
April 6, 1999
39
References
  • Marc H. Raibert, Jessica K. Hodgins, Animation
    of Dynamic Legged Locomotion, SIGGRAPH 1991.
  • Jessica K. Hodgins, Three-Dimensional Human
    Running, In Proceedings of IEEE Conference on
    Robotics and Automation, 1996.
  • Dynamic Behaviors for Real-Time Synthesis
    Humans, SIGGRAPH 1995 Course Notes
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