Learning force fields for limb control in character animation
Name
53364598-MIT.pdf
Description
Full printable version
Size
6.15 MB
Format
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Checksum (MD5)
e888e4e29c237ad4dbf39a6e57f8971e
Author(s)
Grimes, Matthew Koichi, 1977-
Advisor(s)
Bruce M. Blumberg.
Date Issued
2003
Publisher
Massachusetts Institute of Technology
Abstract
This work applies vector-field-based limb control to physically simulated character animation. Vector fields of joint torques, defined over joint angle space, have been shown in the neuroscience literature to be able to generate simple reaching motions in two dimensions when linearly combined with time-varying weights. In this work, three-dimensional versions of such "basis" fields generate a similar diversity of realistic motions, while maintaining tractable control through a concise parameter space. A decomposition algorithm is presented that takes a set of limb motions and generates a set of torque fields, whose various linear combinations can generate each member of the input set, and other plausible motions. Unlike other motion extrapolators, the system extrapolates torque control programs instead of the motion paths themselves, retaining Newtonian physical correctness.
Description
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes bibliographical references (p. 67-72).
Subjects
Architecture. Program In Media Arts and Sciences.
MIT Department
Program in Media Arts and Sciences (Massachusetts Institute of Technology)
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reproduction or distribution in any format is prohibited without written
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