skip to main content
article

Efficient synthesis of physically valid human motion

Published:01 July 2003Publication History
Skip Abstract Section

Abstract

Optimization is a promising way to generate new animations from a minimal amount of input data. Physically based optimization techniques, however, are difficult to scale to complex animated characters, in part because evaluating and differentiating physical quantities becomes prohibitively slow. Traditional approaches often require optimizing or constraining parameters involving joint torques; obtaining first derivatives for these parameters is generally an O(D2) process, where D is the number of degrees of freedom of the character. In this paper, we describe a set of objective functions and constraints that lead to linear time analytical first derivatives. The surprising finding is that this set includes constraints on physical validity, such as ground contact constraints. Considering only constraints and objective functions that lead to linear time first derivatives results in fast per-iteration computation times and an optimization problem that appears to scale well to more complex characters. We show that qualities such as squash-and-stretch that are expected from physically based optimization result from our approach. Our animation system is particularly useful for synthesizing highly dynamic motions, and we show examples of swinging and leaping motions for characters having from 7 to 22 degrees of freedom.

Skip Supplemental Material Section

Supplemental Material

fang_efficient.mp4

mp4

35.9 MB

References

  1. ALBRO, J. V., SOHL, G. A., AND BOBROW, J. E. 2000. On the computation of optimal high-dives. In Proc. IEEE Intl. Conference on Robotics and Automation.Google ScholarGoogle ScholarCross RefCross Ref
  2. ARIKAN, O., AND FORSYTH, D. A. 2002. Interactive motion generation from examples. ACM Transactions on Graphics 21, 3 (July), 483--490. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. BROTMAN, L. S., AND NETRAVALI, A. N. 1988. Motion interpolation by optimal control. In Computer Graphics (Proceedings of SIGGRAPH 88), vol. 22, 309--315. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. COHEN, M. F. 1992. Interactive spacetime control for animation. In Computer Graphics (Proceedings of SIGGRAPH 92), vol. 26, 293--302. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. CONN, A. R., GOULD, N. I. M., AND TOINT, P. L. 1992. LANCELOT: a Fortran package for large-scale nonlinear optimization (Release A). No. 17 in Springer Series in Computational Mathematics. Springer Verlag, Heidelberg, Berlin, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. CRAWFORD, L. S. 1998. Learning Control of Complex Skills. PhD Thesis, UC Berkeley. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. DASGUPTA, A., AND NAKAMURA, Y. 1999. Making feasible walking motion of humanoid robots from human motion capture data. In Proc. IEEE Intl. Conference on Robotics and Automation.Google ScholarGoogle ScholarCross RefCross Ref
  8. FEATHERSTONE, R. 1987. Robot Dynamics Algorithms. Kluwer Academic Publishers, Boston, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. GLEICHER, M. 1997. Motion editing with spacetime constraints. In Proceedings of the 1997 Symposium on Interactive 3D Graphics, 139--148. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. GRZESZCZUK, R., TERZOPOULOS, D., AND HINTON, G. 1998. Neuroanimator: Fast neural network emulation and control of physics-based models. In Proceedings of SIGGRAPH 98, Computer Graphics Proceedings, Annual Conference Series, 9--20. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. KO, H., AND BADLER, N. I. 1996. Animating human locomotion with inverse dynamics. IEEE Computer Graphics and Applications (March), 50--59. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. LEE, J., AND SHIN, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. In Proceedings of SIGGRAPH 99, Computer Graphics Proceedings, Annual Conference Series, 39--48. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. LIU, Z., AND COHEN, M. 1994. Decomposition of linked gure motion: Diving. In 5th Eurographics Workshop on Animation and Simulation.Google ScholarGoogle Scholar
  14. LIU, Z., AND COHEN, M. F. 1995. Keyframe motion optimization by relaxing speed and timing. In 6th Eurographics Workshop on Animation and Simulation.Google ScholarGoogle ScholarCross RefCross Ref
  15. LIU, C. K., AND POPOVIĆ, Z. 2002. Synthesis of complex dynamic character motion from simple animations. ACM Transactions on Graphics 21, 3 (July), 408--416. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. LIU, Z., GORTLER, S. J., AND COHEN, M. F. 1994. Hierarchical space-time control. In Proceedings of SIGGRAPH 94, Computer Graphics Proceedings, Annual Conference Series, 35--42. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. LIU, Z. 1996. Efficient Animation Techniques Balancing Both User Control and Physical Realism. PhD thesis, Princeton University. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. LO, J., AND METAXAS, D. 1999. Recursive dynamics and optimal control techniques for human motion planning. In Proceedings of Computer Animation '99, 220--234. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. NAGASAKA, K., INOUE, H., AND INABA, M. 1999. Dynamic walking pattern generation for a humanoid robot based on optimal gradient method. In Proc. IEEE Intl. Conference on Systems, Man, and Cybernetics, 908--913.Google ScholarGoogle ScholarCross RefCross Ref
  20. PANDY, M. G., AND ANDERSON, F. C. 2000. Dynamic simulation of human movement using large-scale models of the body. In Proc. IEEE Intl. Conference on Robotics and Automation.Google ScholarGoogle ScholarCross RefCross Ref
  21. POLLARD, N. S., AND REITSMA, P. S. A. 2001. Animation of humanlike characters: Dynamic motion filtering with a physically plausible contact model. In Yale Workshop on Adaptive and Learning Systems.Google ScholarGoogle Scholar
  22. POPOVIĆ, Z., AND WITKIN, A. P. 1999. Physically based motion transformation. In Proceedings of SIGGRAPH 99, Computer Graphics Proceedings, Annual Conference Series, 11--20. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. POPOVIĆ, J., SEITZ, S. M., ERDMANN, M., POPOVIĆ, Z., AND WITKIN, A. P. 2000. Interactive manipulation of rigid body simulations. In Proceedings of SIGGRAPH 00, Computer Graphics Proceedings, Annual Conference Series, 209--218. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. ROSE, C. F., GUENTER, B., BODENHEIMER, B., AND COHEN, M. F. 1996. Efficient generation of motion transitions using spacetime constraints. In Proceedings of SIGGRAPH 96, Computer Graphics Proceedings, Annual Conference Series, 147--154. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. TAKANISHI, A., ISHIDA, M., YAMAZAKI, Y., AND KATO, I. 1985. The realization of dynamic walking by the biped walking robot WL-10RD. In Proc. Intl. Conference on Advanced Robotics, 459--466.Google ScholarGoogle Scholar
  26. VANDE PANNE, M. 1997. From footprints to animation. Computer Graphics Forum 16, 4 (Oct.), 211--223.Google ScholarGoogle Scholar
  27. VUKOBRATOVIĆ, M. 1970. On the stability of biped locomotion. IEEE Trans. Biomedical Engineering 17, 1, 25--36.Google ScholarGoogle ScholarCross RefCross Ref
  28. WITKIN, A., AND KASS, M. 1988. Spacetime constraints. In Computer Graphics (Proceedings of SIGGRAPH 88), vol. 22, 159--168. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. YAMANE, K., AND NAKAMURA, Y. 2000. Dynamics filter - concept and implementation of on-line motion generator for human figures. In Proc. IEEE Intl. Conference on Robotics and Automation.Google ScholarGoogle Scholar

Index Terms

  1. Efficient synthesis of physically valid human motion

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image ACM Transactions on Graphics
          ACM Transactions on Graphics  Volume 22, Issue 3
          July 2003
          683 pages
          ISSN:0730-0301
          EISSN:1557-7368
          DOI:10.1145/882262
          Issue’s Table of Contents

          Copyright © 2003 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 1 July 2003
          Published in tog Volume 22, Issue 3

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • article

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader