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Interactive control of big‐object manipulation animation
Author(s) -
Choi Myung Geol,
Lee Kang Hoon
Publication year - 2016
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1696
Subject(s) - computer science , animation , controllability , character animation , object (grammar) , graph , computer vision , wrench , skeletal animation , computer graphics (images) , torso , artificial intelligence , computer facial animation , computer animation , theoretical computer science , mathematics , mechanical engineering , medicine , engineering , anatomy
We present a method for the interactive control of big‐object manipulation animation. When a human character holds a big arbitrarily shaped object, it should use the whole upper body, including both arms and the torso in a limited range such that the holding postures can be physically as well as visually believable to users. In our method, we first sample various postures that satisfy our feasibility conditions: collision free and physically stable. The concept of the wrench space is used to evaluate the physical stability of holding postures. Then, we build a graph structure in which the nodes are the sampled postures and the links are collision‐free motion interpolating between two‐sampled postures. This manipulation motion graph allows us to use a general pathfinding method, such as Dijkstra's algorithm, to achieve real‐time controllability. In our experiments, we build the manipulation motion graphs for differently shaped objects, and we demonstrate the usability of our method via several examples in which users interactively control the animation through the target positions or desired trajectories of the objects. Copyright © 2016 John Wiley & Sons, Ltd.