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Animating Human Athletics (2302.06108v1)

Published 13 Feb 2023 in cs.GR

Abstract: 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.

Citations (741)

Summary

  • The paper introduces pioneering control algorithms that generate realistic athletic motions in running, bicycling, and vaulting.
  • It employs state machines, inverse kinematics, and torque computations to manage joint dynamics and ensure natural movement simulation.
  • Validation against biomechanical data confirms the accuracy of simulated motions, advancing interactive virtual animation techniques.

Animating Human Athletics

The paper "Animating Human Athletics" by Jessica K. Hodgins, Wayne L. Wooten, David C. Brogan, and James F. O’Brien, details pioneering algorithms for simulating dynamic athletic behaviors such as running, bicycling, and vaulting. The research originates from the College of Computing at Georgia Institute of Technology and revolves around physically correct modeling and motion control strategies. These control algorithms aim to generate natural-looking motion for human animations in virtual environments and interactive settings.

Overview of Simulation and Control Techniques

The paper implements control algorithms to animate human figures performing various athletic tasks, ensuring the maintenance of physical realism. Specifically, it addresses three activities:

  1. Running: Using a state machine, the control algorithms manage different phases of the running cycle, such as stance and flight, by computing joint torques that move the velocity and facing direction toward user-specified values. The running speed range is between 2.5 m/s and 5 m/s, with the algorithms capable of managing balance and swing motions.
  2. Bicycling: The control strategy for bicycling involves dynamic simulation with constraints, such as attaching the cyclist to the bike using joints and springs. The algorithms adjust the cyclist’s velocity by applying forces to the pedals, and steering is managed by computing desired angles for the bicycle fork based on roll and yaw errors.
  3. Vaulting: The highly dynamic task of performing a handspring vault involves launching the gymnast from a springboard, pushing off the vaulting horse, and landing with balance. The control system structures this task using a state machine and implements specific actions, such as blocking and ground speed matching, to ensure realistic motion.

Human Models and Dynamic Behaviors

Human models are constructed from rigid links and controlled degrees of freedom, emulating joints and muscles via torque sources. The simulation incorporates the equations of motion for these models and employs several control techniques, including proportional-derivative servos and inverse kinematics. The dynamic behaviors of running, bicycling, and vaulting are computed by solving these equations of motion, taking into account internal joint torques and external forces.

Implications and Future Developments

The algorithms outlined in the paper are significant for their practical implications in computer animation and interactive virtual environments. They provide the foundational techniques to simulate realistic human athletics without relying on motion capture data, which is often constrained by predefined motions and lacks interactivity. This simulation approach grants more flexibility and adaptability for character animations in dynamic settings, where characters must respond to environmental changes and user interactions in real time.

Theoretical implications suggest a deeper understanding of the control strategies applicable to various dynamic human movements. Researchers in robotics and biomechanics can leverage these insights to enhance physical simulations and control algorithms for legged robots and biomechanical models.

Looking forward, several areas warrant further exploration:

  • Automated Control Algorithm Generation: Reducing the manual effort in developing control algorithms for new behaviors remains a challenge. Advancements in machine learning could potentially offer automated techniques to derive these control strategies.
  • Interactive Simulations: Achieving real-time simulations for high-complexity models is crucial for interactive applications. Improvements in computational methods and hardware acceleration would enhance the feasibility of real-time, dynamic human motion simulations.
  • Comprehensive Behavior Libraries: Expanding the library of dynamic behaviors to include a wider range of human activities could make these simulations more universal and applicable to diverse animation scenarios. Developing standards for behavior transitions and blending different actions seamlessly would further improve the realism and utility of these simulations.

Validation and Evaluation

To validate the effectiveness of the presented algorithms, the paper includes comparisons between simulated motions and empirical data from biomechanical studies. For example, phase plots of hip and knee angles in simulated runners were qualitatively similar to those derived from human subjects. Additional comparisons of velocities, contact times, and forces in vaulting simulations with human data highlighted the alignment of simulated behaviors with real-world observations.

Ultimately, the paper demonstrates that dynamic simulations driven by robust control algorithms can produce natural-looking human motion. However, the potential for further refinements and broader applications in interactive environments remains vast, contingent on future research and technological advancements.

In conclusion, this paper provides a detailed and methodologically sound exploration of dynamic simulations for human athletics, laying the groundwork for significant advancements in computer animation and interactive virtual environments.

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