Anais do IX SIBGRAPI'96 (1996), -
Virtual Humans for Animation, Ergonomics, and Simulation
Norman I. Badler
University of Pennsylvania, Computer and Information Science Department
badler@central.cis.upenn.edu
- Abstract:
-
Virtual humans are here. The last few years have seen great
maturation in the computation speed and control methods needed to portray 3D
humans suitable for real interactive applications. I will describe the state
of the art through a discussion of the Jack software and its evolution at the
University of Pennsylvania. The definition, manipulation, animation, and
performance analysis of virtual human figures will be examined. From modeling
reasonable body sizes and shape, through control of the highly redundant body
linkage, to simulation of plausible motions, human figures offer numerous
computational challenges. Enhanced interactive control is provided by natural
behaviors such as multiple constraints, looking, reaching, balancing, lifting,
stepping, walking, grasping, and so on. A sense-control-act structure permits
reactive behaviors that are locally adaptive to the environment. Parallel
"programs" based on finite-state machines and task planners can be used to
drive animated human agents through complex tasks. Example situations are
drawn from human factors in engineering design, real-time agent simulation,
and medical applications.
- Full Version:
in Acrobat PDF, and
in Postscript gzipped