Real-Time Goal-Directed Performed Motion Alignment For Computer Animated Characters

    公开(公告)号:US20090295808A1

    公开(公告)日:2009-12-03

    申请号:US12128589

    申请日:2008-05-28

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion.

    Dynamic collision avoidance for crowd simulation over structured paths that intersect at waypoints

    公开(公告)号:US10109097B2

    公开(公告)日:2018-10-23

    申请号:US13556096

    申请日:2012-07-23

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00 G06T13/40 G06T19/20

    摘要: One embodiment of the invention sets forth a technique for identifying and avoiding impending collisions between moving objects in an animation. Paths traversed by the moving objects intersect at pre-determined intersection points. As a moving object approaches an intersection point, a collision avoidance module determines whether the object is on course to collide with another moving object also approaching the intersection point. If a collision is detected, then the collision avoidance module modifies the speed of the moving object to avoid the collision.

    System and method for animating collision-free sequences of motions for objects placed across a surface
    13.
    发明授权
    System and method for animating collision-free sequences of motions for objects placed across a surface 有权
    用于动画放映在表面上的物体的无碰撞运动序列的系统和方法

    公开(公告)号:US09355500B2

    公开(公告)日:2016-05-31

    申请号:US13563547

    申请日:2012-07-31

    IPC分类号: G06T19/20

    摘要: Embodiments of the invention set forth a technique for animating objects placed across a surface of a graphics object. A CAD application receives a set of motions and initially applies a different motion in the set of motions to each object placed across the surface of the graphics object. The CAD application calculates bounding areas of each object according to the current motion applied thereto, which are subsequently used by the CAD application to identify collisions that are occurring or will occur between the objects. Identified collisions are cured by identifying valid motions in the set of motions that can be applied to a colliding object and then calculating bounding areas for the valid motions to select a valid motion that, when applied to the object, does not cause the object to collide with any other objects.

    摘要翻译: 本发明的实施例提出了一种用于动画放置在图形对象的表面上的对象的技术。 CAD应用程序接收一组运动,并且最初将一组运动中的不同运动应用于横跨图形对象的表面放置的每个对象。 CAD应用程序根据应用于其上的当前运动计算每个对象的边界区域,随后由CAD应用程序使用该运动来识别在对象之间发生或将发生的冲突。 通过识别可应用于碰撞对象的运动集合中的有效运动,然后计算有效运动的边界区域来选择有效运动,当应用于对象不会导致物体碰撞时,识别出的碰撞被固定 与任何其他对象。

    Real-time goal space steering for data-driven character animation
    14.
    发明授权
    Real-time goal space steering for data-driven character animation 有权
    用于数据驱动角色动画的实时目标空间转向

    公开(公告)号:US08730246B2

    公开(公告)日:2014-05-20

    申请号:US11833890

    申请日:2007-08-03

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T15/00 G06T17/00 G06T13/00

    摘要: A method for generating real-time goal space steering for data-driven character animation is disclosed. A goal space table of sparse samplings of possible future locations is computed, indexed by the starting blend value and frame. A steer space is computed as a function of the current blend value and frame, interpolated from the nearest indices of the table lookup in the goal space. The steer space is then transformed to local coordinates of a character's position at the current frame. The steer space samples closest to a line connecting the character's position with the goal location may be selected. The blending values of the two selected steer space samples are interpolated to compute the new blending value to render subsequent frames of an animation sequence.

    摘要翻译: 公开了一种用于生成数据驱动角色动画的实时目标空间转向的方法。 计算可能未来位置的稀疏采样的目标空间表,由起始混合值和帧索引。 作为当前混合值和帧的函数计算转向空间,从目标空间中的表查找的最近的索引插值。 转向空间然后转换为当前帧中字符位置的局部坐标。 可以选择最接近连接角色位置与目标位置的线的转向空间样本。 内插两个选择的转向空间样本的混合值以计算新的混合值以呈现动画序列的后续帧。

    Looping motion space registration for real-time character animation

    公开(公告)号:US08379029B2

    公开(公告)日:2013-02-19

    申请号:US11833926

    申请日:2007-08-03

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.

    LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION
    16.
    发明申请
    LOOPING MOTION SPACE REGISTRATION FOR REAL-TIME CHARACTER ANIMATION 有权
    循环运动空间注册实时特征动画

    公开(公告)号:US20120188257A1

    公开(公告)日:2012-07-26

    申请号:US13430332

    申请日:2012-03-26

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.

    摘要翻译: 用于生成用于实时角色动画的循环运动空间的方法可以包括确定多个运动剪辑以包括在循环运动空间中并且确定由多个运动剪辑中的每一个中描绘的角色对象执行的运动周期数 。 可以从运动剪辑合成多个循环运动剪辑,其中每个循环运动剪辑描绘执行相等数量运动循环的角色对象。 另外,多个循环运动剪辑中的每一个的起始帧可以被同步,使得多个循环运动剪辑中的每一个中的运动循环彼此同相。 通过使用遍历循环运动空间的多遍来渲染动画序列,执行运动循环的角色对象的动画可以延长任意长度的时间。

    Computer user interface for step-driven character animation
    17.
    发明授权
    Computer user interface for step-driven character animation 失效
    用于步进驱动角色动画的计算机用户界面

    公开(公告)号:US5731821A

    公开(公告)日:1998-03-24

    申请号:US676753

    申请日:1996-07-08

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/40 G06T15/70

    CPC分类号: G06T13/40

    摘要: A character animation system executing on a computer. The system provides a simple, efficient and powerful user interface that allows the user to specify complex animations of multi-legged characters by placing footprints on a surface. The system automatically generates a natural looking animation based on the footprints. Motions such as walking, running, jumping, etc. are easily animated depending on the way footprints are placed. The user is able to create new footprint patterns and modify existing patterns. Footprint blocks on a timeline are used to specify the time duration that each foot is in contact with a footprint. The user may specify keyframes in the animation sequence that allow more complicated body movements to be incorporated with the footprint based animation.

    摘要翻译: 在电脑上执行的角色动画系统。 该系统提供了一个简单,高效和强大的用户界面,允许用户通过在表面上放置脚印来指定多腿字符的复杂动画。 系统根据脚印自动生成自然的动画。 运动,如步行,跑步,跳跃等都是很容易的动画取决于脚印的方式。 用户能够创建新的脚印模式并修改现有模式。 时间轴上的脚印块用于指定每只脚与足迹接触的持续时间。 用户可以指定动画序列中的关键帧,其允许更复杂的身体动作与基于足迹的动画结合。

    Dynamic obstacle avoidance for crowd simulation using lane coordinates
    18.
    发明授权
    Dynamic obstacle avoidance for crowd simulation using lane coordinates 有权
    使用车道坐标进行人群模拟的动态障碍物避免

    公开(公告)号:US09230369B2

    公开(公告)日:2016-01-05

    申请号:US13562183

    申请日:2012-07-30

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T19/20

    摘要: One embodiment of the invention sets forth a technique for avoiding collisions between agents traversing different lanes of a multi-lane path in a crowd simulation. A perception data structure is maintained per agent that keeps track of the speeds and locations of neighboring agents in the crowd simulation. At each frame, the perception data structure corresponding to a particular agent is analyzed to identify any projected collisions. If the perception data structure indicates that the agent is projected to collide with another agent, then a collision avoidance operation is executed to avoid the collision.

    摘要翻译: 本发明的一个实施例提出了一种用于避免在人群模拟中穿过多车道路径的不同车道的代理之间的冲突的技术。 每个代理维护感知数据结构,以跟踪人群模拟中相邻代理的速度和位置。 在每个帧处,分析对应于特定代理的感知数据结构以识别任何预测的冲突。 如果感知数据结构指示代理被投影与另一个代理相冲突,则执行冲突避免操作以避免冲突。

    Real-time goal-directed performed motion alignment for computer animated characters
    19.
    发明授权
    Real-time goal-directed performed motion alignment for computer animated characters 有权
    计算机动画角色的实时目标导向执行运动对齐

    公开(公告)号:US08350860B2

    公开(公告)日:2013-01-08

    申请号:US12128580

    申请日:2008-05-28

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: A method for real-time, goal-directed performed motion alignment for computer animated characters. A sequence of periodic locomotion may be seamlessly aligned with an arbitrarily placed and rotated non-periodic performed motion. A rendering application generates a sampling of transition locations for transition from a locomotion motion space to a performed motion space. The sampling is parameterized by control parameters of the locomotion motion space. Based on the location and rotation of a goal location at which the performed motion is executed, a particular transition location may be selected to define a motion plan to which a performed motion sequence may then appended. Advantageously, by utilizing a look-up of pre-computed values for the control parameters of the motion plan, the rendering application may minimize the computational cost of finding the motion plan to move the character to a location to transition to a performed motion.

    摘要翻译: 一种用于计算机动画角色的实时,目标导向执行运动对齐的方法。 周期性运动的序列可以与任意放置和旋转的非周期性执行的运动无缝地对齐。 渲染应用程序生成用于从运动运动空间转换到执行的运动空间的转换位置的采样。 采样由运动运动空间的控制参数参数化。 基于执行执行的运动的目标位置的位置和旋转,可以选择特定的转变位置以定义随后可以附加执行的运动序列的运动计划。 有利地,通过利用对运动计划的控制参数的预先计算的值的查找,呈现应用程序可以最小化找到运动计划以将角色移动到转换到执行的运动的位置的计算成本。

    Looping motion space registration for real-time character animation

    公开(公告)号:US08154552B2

    公开(公告)日:2012-04-10

    申请号:US11833953

    申请日:2007-08-03

    申请人: Michael Girard

    发明人: Michael Girard

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: A method for generating a looping motion space for real-time character animation may include determining a plurality of motion clips to include in the looping motion space and determining a number of motion cycles performed by a character object depicted in each of the plurality of motion clips. A plurality of looping motion clips may be synthesized from the motion clips, where each of the looping motion clips depicts the character object performing an equal number of motion cycles. Additionally, a starting frame of each of the plurality of looping motion clips may be synchronized so that the motion cycles in each of the plurality of looping motion clips are in phase with one another. By rendering an animation sequence using multiple passes through the looping motion space, an animation of the character object performing the motion cycles may be extended for arbitrary length of time.