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motion. |
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control and the balance control formulation of Chapter 3 is then compiled into the simulator |
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executable. |
The |
control |
script |
provides |
the |
particular |
control |
parameters |
for |
the |
desired |
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simulation. Sample control scripts can be found in Appendices B and C. |
The primary outputs of |
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each simulation are the final balanced motion of the creature and the aperiodic PCG which was |
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ultimately responsible for generating it. |
Note that the resulting aperiodic PCG output provides |
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open loop control. |
It is therefore only reusable given an identical initial state. |
In essence it is a |
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record of the applied control actions for the motion, already complete with feedback actions.
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The |
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animation environment currently supports the simulation |
and |
control |
of |
a |
single |
articulated |
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creature consisting of rigid links in a tree structure with rotary joints of up to 3 DOF each and no joint limits. Each DOF has individual PD constants which remain fixed for the entire simulation. Collision forces due to interpenetration of the links of the articulated figure are not simulated. |
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The equations of motion are integrated using |
a |
fixed |
time |
step, |
fourth |
order |
Runge-Kutta |
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integrator which is part of the dynamics compiler software. |
Performance of the simulator varies |
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with model complexity with the most complex human model (described in Section 2.5) requiring approximately 1 minute of wall clock time to compute 1 second of simulated motion on a Sun Sparkstation 10. The use of a fixed integration time step has a significant impact on performance |
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since the worst-case (i.e. smallest) time step for the complete simulation must be used. |
It is |
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estimated that the use of a variable integration time step could improve performance by a factor of 5-10. Recorded simulation results can be played back in real-time on a Silicon Graphics Indigo2 |
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Workstation with GR3-XZ graphics hardware. using the SGI-GL graphics library. |
Display functions are implemented using the |
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