Real-Time Animation Using a Mix of Physical Simulation and Kinematics

van Welbergen H, Zwiers J, Ruttkay ZM (2009)
Journal of Graphics, GPU, and Game Tools 14(4): 1-21.

Zeitschriftenaufsatz | Veröffentlicht | Englisch
 
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Autor/in
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Abstract / Bemerkung
Expressive animation (such as gesturing or conducting) is typically generated using procedural animation techniques. These techniques offer precision in both timing and limb placement, but they lack physical realism. On the other hand, physical simulation offers physical realism, but does not provide the precision offered by procedural motion. We introduce a new animation technique that combines the advantages of procedural animation and physical simulation. The technique is based on simultaneously using kinematics and physics, applied to different regions of the human body, combined with a torque feedback method that couples the two. It is efficient and easy to implement as a plugin for a wide range of physical simulation engines. Source code is available online.
Erscheinungsjahr
2009
Zeitschriftentitel
Journal of Graphics, GPU, and Game Tools
Band
14
Ausgabe
4
Seite(n)
1-21
ISSN
2151-237X
eISSN
2151-2272
Page URI
https://pub.uni-bielefeld.de/record/2624833

Zitieren

van Welbergen H, Zwiers J, Ruttkay ZM. Real-Time Animation Using a Mix of Physical Simulation and Kinematics. Journal of Graphics, GPU, and Game Tools. 2009;14(4):1-21.
van Welbergen, H., Zwiers, J., & Ruttkay, Z. M. (2009). Real-Time Animation Using a Mix of Physical Simulation and Kinematics. Journal of Graphics, GPU, and Game Tools, 14(4), 1-21. doi:10.1080/2151237X.2009.10129288
van Welbergen, H., Zwiers, J., and Ruttkay, Z. M. (2009). Real-Time Animation Using a Mix of Physical Simulation and Kinematics. Journal of Graphics, GPU, and Game Tools 14, 1-21.
van Welbergen, H., Zwiers, J., & Ruttkay, Z.M., 2009. Real-Time Animation Using a Mix of Physical Simulation and Kinematics. Journal of Graphics, GPU, and Game Tools, 14(4), p 1-21.
H. van Welbergen, J. Zwiers, and Z.M. Ruttkay, “Real-Time Animation Using a Mix of Physical Simulation and Kinematics”, Journal of Graphics, GPU, and Game Tools, vol. 14, 2009, pp. 1-21.
van Welbergen, H., Zwiers, J., Ruttkay, Z.M.: Real-Time Animation Using a Mix of Physical Simulation and Kinematics. Journal of Graphics, GPU, and Game Tools. 14, 1-21 (2009).
van Welbergen, Herwin, Zwiers, Job, and Ruttkay, Zsófia M. “Real-Time Animation Using a Mix of Physical Simulation and Kinematics”. Journal of Graphics, GPU, and Game Tools 14.4 (2009): 1-21.

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