This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicyclists to ride as a group while avoiding simple patterns of obstacles. We add secondary motion to the animations with spring-mass simulations of clothing driven by the rigid-body motion of the simulated human. For each simulation, we compare the computed motion to that of humans performing similar maneuvers both qualitatively through the comparison of real and simulated video images and quantitatively through the comparison of simulated and biomechanical data.
翻译:本文描述了针对男女运动员三种动态体育行为(跑步、骑行与撑杆跳)的动画模拟算法。我们通过控制算法使具有物理真实感的模型完成指定动作,从而生成这些行为的动画效果。例如,控制算法使虚拟人物在挥臂时保持平衡,以不同速度完成跑步或骑行,并实现手翻撑杆跳。群体行为算法则允许虚拟骑行者以编队形式行进,同时规避简易障碍物模式。我们通过基于弹簧质点系统的衣物模拟(由虚拟人体的刚体运动驱动)为动画增添次级运动效果。针对每次仿真,本研究通过真实影像与模拟影像的定性对比,以及模拟数据与生物力学数据的定量比较,将计算所得运动轨迹与人类实际动作进行对照分析。