ScienceDirect® Home Skip Main Navigation Links
You have guest access to ScienceDirect. Find out more.
 
Home
Browse
My Settings
Alerts
Help
 Quick Search
 Search tips (Opens new window)
    Clear all fields    
Computers & Graphics
Volume 25, Issue 6, December 2001, Pages 933-953
 
Font Size: Decrease Font Size  Increase Font Size
 Abstract - selected
Article
Purchase PDF (810 K)

 
 
 
Related Articles in ScienceDirect
View More Related Articles
 
View Record in Scopus
 
doi:10.1016/S0097-8493(01)00171-6    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2001 Published by Elsevier Science Ltd. All rights reserved.

The virtual stuntman: dynamic characters with a repertoire of autonomous motor skills

Petros FaloutsosCorresponding Author Contact Information, a, Michiel van de Panneb, e and Demetri Terzopoulosc, d

a University of California at Los Angeles, Department of Computer Science, Los Angeles, CA, USA b University of British Columbia, Department of Computer Science, Vancouver, BC, Canada c New York University, Courant Institute, Computer Science Department, New York, NY, USA d University of Toronto, Department of Computer Science, Toronto, ON, Canada e Motion Playground, Inc. Vancouver, BC, Canada

Available online 20 November 2001.

Purchase the full-text article



References and further reading may be available for this article. To view references and further reading you must purchase this article.

Abstract

An ambitious goal in the area of physics-based computer animation is the creation of virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire of lifelike motor skills. To this end, the control of dynamic, anthropomorphic figures subject to gravity and contact forces remains a difficult open problem. In this paper, we report on our ongoing development of a virtual stuntman, a dynamic graphical character that possesses a nontrivial repertoire of lifelike motor skills. The repertoire includes basic actions such as balance, protective stepping when balance is disturbed, protective arm reactions when falling, multiple ways of rising upright after a fall, and several more vigorously dynamic motor skills. Our virtual stuntman is the product of a recently proposed framework for integrating motor controllers, which includes among other ingredients an explicit model of pre-conditions; i.e., those regions of a dynamic figure's state space within which a given motor controller is applicable and expected to work properly.

Author Keywords: Artificial life; Virtual humans; Computer animation; Character animation; Physics-based animation control; Physics-based modeling

Article Outline

1. Introduction
1.1. Related work
1.2. Overview
2. Controller composition framework
3. Prototype virtual stuntman models
4. Implementing motor skills
4.1. Default controller
4.2. Everyday actions
4.2.1. Balancing
4.2.2. Falling
4.2.3. Stand-to-sit and sit-to-crouch
4.2.4. Rising from a supine position
4.2.5. Rolling over
4.2.6. Rising from a prone position
4.2.7. Kneel-to-crouch
4.2.8. Step
4.2.9. Protective step
4.2.10. Crouch-to-stand
4.2.11. Double-stance-to-crouch
4.2.12. Walk
4.3. Stunts
4.3.1. The kip stunt
4.3.2. Plunging and rolling
5. Animation results
5.1. Robot sequence
5.2. Skeleton sequence
5.3. Multiple characters
6. Conclusions
Acknowledgements
References

















Computers & Graphics
Volume 25, Issue 6, December 2001, Pages 933-953
 
Home
Browse
My Settings
Alerts
Help
Elsevier.com (Opens new window)
About ScienceDirect  |  Contact Us  |  Information for Advertisers  |  Terms & Conditions  |  Privacy Policy
Copyright © 2008 Elsevier B.V. All rights reserved. ScienceDirect® is a registered trademark of Elsevier B.V.