Cover image for Simulating Humans : Computer Graphics Animation and Control.
Simulating Humans : Computer Graphics Animation and Control.
Title:
Simulating Humans : Computer Graphics Animation and Control.
Author:
Badler, Norman I.
ISBN:
9781601298676
Personal Author:
Physical Description:
1 online resource (287 pages)
Contents:
Contents -- 1 Introduction and Historical Background -- 1.1 Why Make Human Figure Models? -- 1.2 Historical Roots -- 1.3 What is Currently Possible? -- 1.3.1 A Human Model must be Structured Like the Human Skeletal System -- 1.3.2 A Human Model should Move or Respond Like a Human -- 1.3.3 A Human Model should be Sized According to Permissible Human Dimensions -- 1.3.4 A Human Model should have a Human-Like Appearance -- 1.3.5 A Human Model must Exist, Work, Act and React Within a 3D Virtual Environment -- 1.3.6 Use the Computer to Analyze Synthetic Behaviors -- 1.3.7 An Interactive Software Tool must be Designed for Usability -- 1.4 Manipulation, Animation, and Simulation -- 1.5 What Did We Leave Out? -- 2 Body Modeling -- 2.1 Geometric Body Modeling -- 2.1.1 Surface and Boundary Models -- 2.1.2 Volume and CSG Models -- 2.1.3 The Principal Body Models Used -- 2.2 Representing Articulated Figures -- 2.2.1 Background -- 2.2.2 The Terminology of Peabody -- 2.2.3 The Peabody Hierarchy -- 2.2.4 Computing Global Coordinate Transforms -- 2.2.5 Dependent Joints -- 2.3 A Flexible Torso Model -- 2.3.1 Motion of the Spine -- 2.3.2 Input Parameters -- 2.3.3 Spine Target Position -- 2.3.4 Spine Database -- 2.4 Shoulder Complex -- 2.4.1 Primitive Arm Motions -- 2.4.2 Allocation of Elevation and Abduction -- 2.4.3 Implementation of Shoulder Complex -- 2.5 Clothing Models -- 2.5.1 Geometric Modeling of Clothes -- 2.5.2 Draping Model -- 2.6 The Anthropometry Database -- 2.6.1 Anthropometry Issues -- 2.6.2 Implementation of Anthropometric Scaling -- 2.6.3 Joints and Joint Limits -- 2.6.4 Mass -- 2.6.5 Moment of Inertia -- 2.6.6 Strength -- 2.7 The Anthropometry Spreadsheet -- 2.7.1 Interactive Access Anthropometric Database -- 2.7.2 SASS and the Body Hierarchy -- 2.7.3 The Rule System for Segment Scaling -- 2.7.4 Figure Creation -- 2.7.5 Figure Scaling.

2.8 Strength and Torque Display -- 2.8.1 Goals of Strength Data Display -- 2.8.2 Design of Strength Data Displays -- 3 Spatial Interaction -- 3.1 Direct Manipulation -- 3.1.1 Translation -- 3.1.2 Rotation -- 3.1.3 Integrated Systems -- 3.1.4 The Jack Direct Manipulation Operator -- 3.2 Manipulation with Constraints -- 3.2.1 Postural Control using Constraints -- 3.2.2 Constraints for Inverse Kinematics -- 3.2.3 Features of Constraints -- 3.2.4 Inverse Kinematics and the Center of Mass -- 3.2.5 Interactive Methodology -- 3.3 Inverse Kinematic Positioning -- 3.3.1 Constraints as a Nonlinear Programming Problem -- 3.3.2 Solving the Nonlinear Programming Problem -- 3.3.3 Assembling Multiple Constraints -- 3.3.4 Stiffness of Individual Degrees of Freedom -- 3.3.5 An Example -- 3.4 Reachable Spaces -- 3.4.1 Workspace Point Computation Module -- 3.4.2 Workspace Visualization -- 3.4.3 Criteria Selection -- 4 Behavioral Control -- 4.1 An Interactive System for Postural Control -- 4.1.1 Behavioral Parameters -- 4.1.2 Passive Behaviors -- 4.1.3 Active Behaviors -- 4.2 Interactive Manipulation With Behaviors -- 4.2.1 The Feet -- 4.2.2 The Center of Mass and Balance -- 4.2.3 The Torso -- 4.2.4 The Pelvis -- 4.2.5 The Head and Eyes -- 4.2.6 The Arms -- 4.2.7 The Hands and Grasping -- 4.3 The Animation Interface -- 4.4 Human Figure Motions -- 4.4.1 Controlling Behaviors Over Time -- 4.4.2 The Center of Mass -- 4.4.3 The Pelvis -- 4.4.4 The Torso -- 4.4.5 The Feet -- 4.4.6 Moving the Heels -- 4.4.7 The Arms -- 4.4.8 The Hands -- 4.5 Virtual Human Control -- 5 Simulation with Societies of Behaviors -- 5.1 Forward Simulation with Behaviors -- 5.1.1 The Simulation Model -- 5.1.2 The Physical Execution Environment -- 5.1.3 Networks of Behaviors and Events -- 5.1.4 Interaction with Other Models -- 5.1.5 The Simulator -- 5.1.6 Implemented Behaviors.

5.1.7 Simple human motion control -- 5.2 Locomotion -- 5.2.1 Kinematic Control -- 5.2.2 Dynamic Control -- 5.2.3 Curved Path Walking -- 5.2.4 Examples -- 5.3 Strength Guided Motion -- 5.3.1 Motion from Dynamics Simulation -- 5.3.2 Incorporating Strength and Comfort into Motion -- 5.3.3 Motion Control -- 5.3.4 Motion Strategies -- 5.3.5 Selecting the Active Constraints -- 5.3.6 Strength Guided Motion Examples -- 5.3.7 Evaluation of this Approach -- 5.3.8 Performance Graphs -- 5.3.9 Coordinated Motion -- 5.4 Collision-Free Path and Motion Planning -- 5.4.1 Robotics Background -- 5.4.2 Using Cspace Groups -- 5.4.3 The Basic Algorithm -- 5.4.4 The Sequential Algorithm -- 5.4.5 The Control Algorithm -- 5.4.6 The Planar Algorithm -- 5.4.7 Resolving Conflicts between Different Branches -- 5.4.8 Playing Back the Free Path -- 5.4.9 Incorporating Strength Factors into the Planned Motion -- 5.4.10 Examples -- 5.4.11 Completeness and Complexity -- 5.5 Posture Planning -- 5.5.1 Functionally Relevant High-level Control Parameters -- 5.5.2 Motions and Primitive Motions -- 5.5.3 Motion Dependencies -- 5.5.4 The Control Structure of Posture Planning -- 5.5.5 An Example of Posture Planning -- 6 Task-Level Specifications -- 6.1 Performing Simple Commands -- 6.1.1 Task Environment -- 6.1.2 Linking Language and Motion Generation -- 6.1.3 Specifying Goals -- 6.1.4 The Knowledge Base -- 6.1.5 The Geometric Database -- 6.1.6 Creating an Animation -- 6.1.7 Default Timing Constructs -- 6.2 Language Terms for Motion and Space -- 6.2.1 Simple Commands -- 6.2.2 Representational Formalism -- 6.2.3 Sample Verb and Preposition Specifications -- 6.2.4 Processing a sentence -- 6.2.5 Summary -- 6.3 Task-Level Simulation -- 6.3.1 Programming Environment -- 6.3.2 Task-actions -- 6.3.3 Motivating Some Task-Actions -- 6.3.4 Domain-specific task-actions -- 6.3.5 Issues -- 6.3.6 Summary.

6.4 A Model for Instruction Understanding -- 7 Epilogue -- 7.1 A Roadmap Toward the Future -- 7.1.1 Interactive Human Models -- 7.1.2 Reasonable Biomechanical Properties -- 7.1.3 Human-like Behaviors -- 7.1.4 Simulated Humans as Virtual Agents -- 7.1.5 Task Guidance through Instructions -- 7.1.6 Natural Manual Interfaces and Virtual Reality -- 7.1.7 Generating Text, Voice-over, and Spoken Explication for Animation -- 7.1.8 Coordinating Multiple Agents -- 7.2 Conclusion -- Bibliography -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- V -- W -- Z.
Abstract:
During the past decade, high-performance computer graphics have found application in an exciting and expanding range of new domains. Among the most dramatic developments has been the incorporation of real-time interactive manipulation and display for human figures. Though actively pursued by several research groups, the problem of providing a synthetic or surrogate human for engineers and designers already familiar with computer-aided design techniques was most comprehensively solved by Norman Badler's computer graphics laboratory at the University of Pennsylvania. The breadth of that effort as well as the details of its methodology and software environment are presented in this volume. The book is intended for human factors engineers interested in understanding how a computer-graphics surrogate human can augment their analyses of designed environments. It will also inform design engineers of the state of the art in human figure modeling, and hence of the human-centered design central to the emergent concept of concurrent engineering. In fulfilling these goals, the book additionally documents for the entire computer graphics community a major research effort in the interactive control of articulated human figures.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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