Knowledge-Driven, Interactive Animation of Human Running
Armin Bruderlin, Tom Calvert
Graphics Interface '96, May 1996, pp. 213--221.
Abstract: A high-level motion control system for the animation of human-like figures is introduced which generates a wide variety of individual running styles in real time. Sequences such as a leisurely jog, a fast spring or a bouncy run are convenienly obtained by interactively setting the values of "running" parameters such as desired velocity, step length, "flight" height or "heel/toe" strike while observing a running figure on the screen. The algorithm incorporates knowledge of how humans run at several levels: empirical knowledge defines the relationships between the running parameters; for example, a change in running velocity by the user triggers a change in step length to maintain a "natural" running stride. Physical knowledge calculates the trajectory of the body for the current running step. Knowledge about limb-coordination of a running stride is utilized for establishing both state-constraints which define the support and flight states, and phase-constraints to "guide" the internal joint-angle interpolation for the stance and swing phases.
Keyword(s): human figure animation, motion control, procedural animation
@inproceedings{Bruderlin:1996:KIA,
author = {Armin Bruderlin and Tom Calvert},
title = {Knowledge-Driven, Interactive Animation of Human Running},
booktitle = {Graphics Interface '96},
pages = {213--221},
month = may,
year = {1996},
}
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