Real time falling animation with active and protective responses

Combined with motion capture and dynamic simulation, characters in animation have realistic motion details and can respond to unexpected contact forces. This paper proposes a novel and real-time character motion generation approach which introduces a parallel process, and uses an approximate nearest neighbor optimization search method. Besides, we employ a support vector machine (SVM), which is trained on a set of samples and predicts a subset of our ‘return-to’ motion capture (mocap) database in order to reduce the search time. In the dynamic simulation process, we focus on designing a biomechanics based controller which detects the balance of the characters in locomotion and drives them to take several active and protective responses when they fall to the ground in order to reduce the injuries to their bodies. Finally, we show the time costs in synthesis and the visual results of our approach. The experimental results indicate that our motion generation approach is suitable for interactive games or other real-time applications.

[1]  Linhong Ji,et al.  Recovery strategy from perturbations of the upper body during standing using mechanical energy analysis , 2003 .

[2]  Victor B. Zordan,et al.  Interactive dynamic response for games , 2007, Sandbox '07.

[3]  A L Hof,et al.  The condition for dynamic stability. , 2005, Journal of biomechanics.

[4]  Fabio Feldman,et al.  Reducing hip fracture risk during sideways falls: evidence in young adults of the protective effects of impact to the hands and stepping. , 2007, Journal of biomechanics.

[5]  Hyun Joon Shin,et al.  Physical touch-up of human motions , 2003, 11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings..

[6]  Nancy S. Pollard,et al.  Efficient synthesis of physically valid human motion , 2003, ACM Trans. Graph..

[7]  Frédéric H. Pighin,et al.  Hybrid control for interactive character animation , 2003, 11th Pacific Conference onComputer Graphics and Applications, 2003. Proceedings..

[8]  Lucas Kovar,et al.  Motion graphs , 2002, SIGGRAPH Classes.

[9]  Lucas Kovar,et al.  Motion Graphs , 2002, ACM Trans. Graph..

[10]  Daniel E. Whitney,et al.  Resolved Motion Rate Control of Manipulators and Human Prostheses , 1969 .

[11]  Taku Komura,et al.  Animating reactive motions for biped locomotion , 2004, VRST '04.

[12]  Sunil Arya,et al.  Approximate nearest neighbor queries in fixed dimensions , 1993, SODA '93.

[13]  Bobby Bodenheimer,et al.  Synthesis and evaluation of linear motion transitions , 2008, TOGS.

[14]  Y. Pai,et al.  Center of mass velocity-position predictions for balance control. , 1997, Journal of biomechanics.

[15]  David A. Forsyth,et al.  Pushing people around , 2005, SCA '05.

[16]  D. Wolpert,et al.  Is the cerebellum a smith predictor? , 1993, Journal of motor behavior.

[17]  Michael Gleicher,et al.  Parametric motion graphs , 2007, SI3D.

[18]  Philippe Beaudoin,et al.  Continuation methods for adapting simulated skills , 2008, ACM Trans. Graph..

[19]  S. Robinovitch,et al.  Effect of the "squat protective response" on impact velocity during backward falls. , 2004, Journal of biomechanics.

[20]  Zhigeng Pan,et al.  Interactive generation of falling motions: Research Articles , 2006 .

[21]  S. Banks,et al.  Active responses decrease impact forces at the hip and shoulder in falls to the side. , 1999, Journal of biomechanics.

[22]  Dinesh K. Pai,et al.  Interaction capture and synthesis , 2005, SIGGRAPH 2005.

[23]  Le Zheng,et al.  Simulating Reactive Motions for Motion Capture Animation , 2006, Computer Graphics International.

[24]  Le Zheng,et al.  Interactive generation of falling motions , 2006, Comput. Animat. Virtual Worlds.

[25]  F.E. Zajac,et al.  An interactive graphics-based model of the lower extremity to study orthopaedic surgical procedures , 1990, IEEE Transactions on Biomedical Engineering.

[26]  Sung Yong Shin,et al.  A hierarchical approach to interactive motion editing for human-like figures , 1999, SIGGRAPH.

[27]  M. V. D. Panne,et al.  SIMBICON: simple biped locomotion control , 2007, SIGGRAPH 2007.

[28]  E. T. Hsiao,et al.  Biomechanical influences on balance recovery by stepping. , 1999, Journal of biomechanics.

[29]  Petros Faloutsos,et al.  Composable controllers for physics-based character animation , 2001, SIGGRAPH.

[30]  Y. Pai,et al.  Minimal step length necessary for recovery of forward balance loss with a single step. , 2007, Journal of biomechanics.

[31]  Taku Komura,et al.  Animating reactive motion using momentum‐based inverse kinematics , 2005, Comput. Animat. Virtual Worlds.

[32]  Victor B. Zordan,et al.  Dynamic response for motion capture animation , 2005, SIGGRAPH '05.

[33]  Nancy S. Pollard,et al.  Evaluating motion graphs for character navigation , 2004, SCA '04.

[34]  Taku Komura,et al.  Topology matching for fully automatic similarity estimation of 3D shapes , 2001, SIGGRAPH.