Real-time physics-based 3D biped character animation using an inverted pendulum model

We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a ph...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 16(2010), 2 vom: 15. März, Seite 325-37
1. Verfasser: Tsai, Yao-Yang (VerfasserIn)
Weitere Verfasser: Lin, Wen-Chieh, Cheng, Kuangyou B, Lee, Jehee, Lee, Tong-Yee
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2010
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
LEADER 01000caa a22002652c 4500
001 NLM194366960
003 DE-627
005 20250211050557.0
007 cr uuu---uuuuu
008 231223s2010 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2009.76  |2 doi 
028 5 2 |a pubmed25n0648.xml 
035 |a (DE-627)NLM194366960 
035 |a (NLM)20075491 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Tsai, Yao-Yang  |e verfasserin  |4 aut 
245 1 0 |a Real-time physics-based 3D biped character animation using an inverted pendulum model 
264 1 |c 2010 
336 |a Text  |b txt  |2 rdacontent 
337 |a ƒaComputermedien  |b c  |2 rdamedia 
338 |a ƒa Online-Ressource  |b cr  |2 rdacarrier 
500 |a Date Completed 02.04.2010 
500 |a Date Revised 15.01.2010 
500 |a published: Print 
500 |a Citation Status MEDLINE 
520 |a We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty 
650 4 |a Journal Article 
650 4 |a Research Support, Non-U.S. Gov't 
700 1 |a Lin, Wen-Chieh  |e verfasserin  |4 aut 
700 1 |a Cheng, Kuangyou B  |e verfasserin  |4 aut 
700 1 |a Lee, Jehee  |e verfasserin  |4 aut 
700 1 |a Lee, Tong-Yee  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 16(2010), 2 vom: 15. März, Seite 325-37  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnas 
773 1 8 |g volume:16  |g year:2010  |g number:2  |g day:15  |g month:03  |g pages:325-37 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2009.76  |3 Volltext 
912 |a GBV_USEFLAG_A 
912 |a SYSFLAG_A 
912 |a GBV_NLM 
912 |a GBV_ILN_350 
951 |a AR 
952 |d 16  |j 2010  |e 2  |b 15  |c 03  |h 325-37