GVU Technical Report Number:
GIT-GVU-97-01
Title:
Combining Active and Passive Simulations for Secondary Motion
Authors:
James F. O'Brien
Victor B. Zordan
Jessica K. Hodgins
Abstract:
Varied, realistic motion in a complex environment can bring
an animated scene to life. While much of the required motion
comes from the characters, an important contribution also
comes from the passive motion of other objects in the scene.
We use the term secondary motion to refer to passive motions
that are generated in response to environmental forces or the
movements of characters and other objects. For example, the
movement of clothing and hair adds visual complexity to an
animated scene of a jogging figure. In this paper, we
describe how secondary motion can be generated by coupling
physically based simulations of passive systems to active
simulations of the main characters. We discuss three
coupling methods for the interface between the passive and
active systems: two-way, one-way, and hybrid. These three
methods allow the animator to make an appropriate tradeoff
between accuracy and computational speed. We use a
basketball passing through a net as an illustrative example
to demonstrate each of the three coupling methods. To
provide guidance as to when each method is most appropriate,
we present additional examples including a gymnast on a
trampoline, a man on a bungee cord, a stunt kite, a gymnast
landing on a flexible mat, a diver entering the water, and
several human figures wearing clothing. The information
gained from analyzing these examples is summarized in a
decision tree and a set of guidelines for coupling active and
passive systems.
Keywords:
Computer animation, human motion, dynamic simulation, physically
realistic modeling, deformable models, coupled systems, clothing, water
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