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1.INTRODUCTIONComputer animation has long been an integral part of the simulation, motion picture, television |
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and consumer entertainment industries and promises to play a much greater role in the future. |
As |
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it becomes more pervasive, improved techniques will be needed to simplify and speed up the process of creating convincing, high quality animations. One key area of interest is the generation |
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of motion for various types of creatures and characters to be used in an animation. |
These |
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creatures are the actors of the computer graphics world. |
The way they move and interact with |
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their environment has a great effect on a viewer's perception of the animation, whether it appears |
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intentionally cartoon-like, or as an integral part of a realistic scene. |
In the quest for tools to |
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generate realistic motion, one of the key directions of research has been the use of physically- |
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based animation. |
This thesis presents an approach to the generation of bipedal locomotion for |
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computer animations using physics-based simulations.
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animating articulated figures: |
kinematic models and dynamic models. |
The |
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brief |
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overview of these approaches is useful for placing appropriate context. |
the |
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1. 1 |
Kinematic Approaches |
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The most straightforward method for character animation is kinematicin nature. |
Kinematic |
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animation is concerned only with the specification of joint angles and angular velocities over time. It does not deal with the forces and torques acting on or within a creature or their effect on the creature's motion. |