Animating Articulated Figures with
Transformation Motors

Abstract:

Simulated human figures are used not only in games and for special effects, but also for ergonometric simulations, and even in synthetic training environments where personable interaction is the basis for comunication and evaluation.

Steve-Agent is an articulated humanoid figure which serves as an expressive front end for artificially intelligent, interactive training/evaluation software. The figure is assembled using the VRML hierarchical modeling format, loaded into an Iris-Performer based browser with a C-API, and animated interactively with natural looking movements using a collection of high speed transformation motors.

This project deals mainly with upper body actions, such as looking, pointing, grasping, and various facial expressions. While it does not directly address the broader problem domains of articulated locomotion and collision detection, the methods employed here have some relevant application to development in those areas.

This discussion will begin with a review of important background methods and terminology used in modeling and manipulating hierarchical transformations, and an explanation of conventions used in controlling 3D rotation. A set of animation primitives, called transformation motors, are introduced, and their behaviors are discussed in the context of nested coordinate systems and computational efficiency.

A simple solution is provided for handling extended joints, such as the elbow/wrist linkage, which typically pose a serious challenge for high performance inverse kinematic techniques. The figure dynamics are constructed from these primitives, and the agent is given a high level command set for executing dextrous tasks.


Slides:

  • Scene Graphs
  • VRML
  • Display
  • Queries/Updates
  • Coordinate Systems/Coordinate Relations
  • Node Internals
  • Secondary Features
  • Recovery
  • Orientation
  • Quaternions
  • Interpolation
  • Motors/Tethers
  • Splines
  • Trackers
  • Elbows
  • Smoothing
  • Assembly
  • Looking
  • Arm Kinematics
  • Arm Convolution
  • Motor Commands
  • Agent Commands
  • Examples

  • Movies:

  • http://www.isi.edu/isd/carte/carte-demos.htm

  • Sources:

  • Robinett, W. and Holloway, R.: Implementation of Flying, Scaling, and Grabbing in Virtual Worlds. Proceedings of the Workshop on Interactive 3D Graphics, ACM SIGGRAPH, March 1992, pp. 189 - 192.

  • Tolani, D. and Badler, N.: Real-Time Inverse Kinematics of the Human Arm. Presence, MIT Press, Fall 1996, vol. 5, n. 4, pp. 393-401.

  • Shoemake, K.: Animating Rotation with Quaternion Curves. Computer Graphics (proceedings of SIGGRAPH 85), ACM SIGGRAPH, July 1985, pp. 245-254.

  • Schlag, J.: Using Geometric Constructions to Interpolate Orientation with Quaternions. Graphics GEMS II, Academic Press, 1992, pp. 377-380.

  • Rogers, D. and Adams, J.: Mathematical Elements for Computer Graphics, 2nd Ed., 1990, McGraw-Hill.

  • Thomas, S.: Decomposing a Matrix into Simple Transformations. Graphics GEMS II, Academic Press, 1992, pp. 320-323.