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7 |
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has begun to exceed the motion picture industry in consumer revenues. |
Today's interactive video |
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games are being made with the same effort as low-budget movies, incorporating complex scripts and storylines, well-known actors, and mixing real and computer-generated imagery [Sni95]. |
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2. 2. 2 |
Dynamics-based Animation |
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The techniques used to integrate physics into the generation of computer animations can be divided into two basic approaches, trajectory-based
physically realistic or near-realistic trajectory from one point in the state space of a creature to |
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another. |
Since the systems are typically |
highly |
underconstrained, |
the |
trajectory |
is |
usually |
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optimized in some way, for example for smoothness, minimum control energy or minimum time. A disadvantage of the technique is that a new trajectory must be generated for each new desired |
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instance of motion. |
Also, interactions with the environment such as collisions and friction are |
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often difficult to properly incorporate into the dynamics specification. |
One decided advantage of |
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trajectory-based techniques is that they relate well to keyframing. The animator can control details of the end result through the specification of keyframes and other trajectory-based constraints. Trajectory-based techniques are also able to find the most physically plausible solution, even if no completely physical solution is possible.
simulated muscles of a creature, causing it to perform some motion or action within a simulated |
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environment. |
The use of such controllers has a number of advantages over the trajectory-based |
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approach. |
In many cases, controllers can be designed to be |
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[Hod91] [SC92]. Reusability implies that a controller can be used to achieve a given motion with |
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a variety of initial states. |
Composability implies that a sequence of motions can be generated by |
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