Project/Area Number |
13555062
|
Research Category |
Grant-in-Aid for Scientific Research (B)
|
Allocation Type | Single-year Grants |
Section | 展開研究 |
Research Field |
Dynamics/Control
|
Research Institution | The University of Tokyo |
Principal Investigator |
NAKAMURA Yoshihiko Graduated School of Information Science and Technology, Professor, 大学院・情報理工学系研究科, 教授 (20159073)
|
Co-Investigator(Kenkyū-buntansha) |
IMAGAWA Hirotaka Sega Corporation, Mirai R&D, Researcher, 未来研究開発部, 研究員
NOJI Suma Shobi University, Department of Artistic Information, Lecturer, 芸術情報学部, 専任講師
OKADA Masafumi Graduated School of Information Science and Technology, Lecturer, 大学院・情報理工学系研究科, 講師 (60323523)
|
Project Period (FY) |
2001 – 2002
|
Project Status |
Completed (Fiscal Year 2002)
|
Budget Amount *help |
¥12,600,000 (Direct Cost: ¥12,600,000)
Fiscal Year 2002: ¥5,800,000 (Direct Cost: ¥5,800,000)
Fiscal Year 2001: ¥6,800,000 (Direct Cost: ¥6,800,000)
|
Keywords | Dynamics Simulation / Multibody Dynamics / Computer Graphics / Human Figures / Animation / Motion Generation / Humanoid Robots / Structure Analysis / コンピュータグラフィックス / 振り付け生成 / 動力学計算 / モーションキャプチャ / 人体モデル / 並列計算 / ロボティクス / 構造可変リンク系 / 効率的計算アルゴリズム / 人間行動情報 |
Research Abstract |
The research results are summarized by the following four points : 1. We developed an efficient forward dynamics computation algorithm for large-scale structure varying kinematic chains such as multiple human figures. The algorithm only requires O(N) computation for the forward dynamics of N articulated bodies. The computation time can be further reduced to O(logN) by applying parallel computation. The algorithm is as efficient as the most advanced forward dynamics algorithms and also applicable to structure-varying kinematic chains. 2. We developed an inverse kinematics algorithm that computes a whole-body posture from the user-specified positions of a few links, and applied it to CG animation software package. The algorithm enables the users to create animations much easier than using existing CG software packages. 3. We developed several methods for generating physically feasible motions of human figures by combining the above forward dynamics and the inverse kinematics algorithms. The users can generate physically natural motions through the simple interface. 4. We developed an interface for game applications utilizing dynamics simulation. Our approach proved to be efficient for such motions as circus and acrobatic ones that are inherently difficult to be captured from human performance.
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