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Abstract:In the industry, numerous commercial packages provide tools to introduce, and analyse human behaviour in the product's environment (for maintenance, ergonomics...), thanks to Virtual Humans. We will focus on control. Thanks to algorithms newly introduced in recent research papers, we think we can provide an implementation, which even widens, and simplifies the animation capacities of virtual manikins. In order to do so, we are going to express the industrial expectations as for Virtual Humans, without considering feasibility (not to bias the issue). The second part will show that no commercial application provides the tools that perfectly meet the needs. Thus we propose a new animation framework that better answers the problem. Our contribution is the integration - driven by need ~ of available new scientific techniques to animate Virtual Humans, in a new control scheme that better answers industrial expectations.
Abstract:The animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are very painful. It takes days to a specialist to build such animated sequences, and it is not adaptive to any type of modifications. Our main purpose is the virtual human for engineering, especially virtual prototyping. As for this domain of activity, such amounts of time are prohibitive.
Abstract:The work presented here is aimed at introducing a virtual human controller in a virtual prototyping framework. After a brief introduction describing the problem solved in the paper, we describe the interest as for digital humans in the context of concurrent engineering. This leads us to draw a control architecture enabling to drive virtual humans in a real-time immersed way, and to interact with the product, through motion capture. Unfortunately, we show this control scheme can lead to unfeasible movements because of the lack of balance control. Introducing such a controller is a problem that was never addressed in the context of real-time. We propose an implementation of a balance controller, that we insert into the previously described control scheme. Next section is dedicated to show the results we obtained. Finally, we propose a virtual reality platform into which the digital character controller is integrated.
Abstract:In the present paper, we introduce a new control architecture aimed at driving virtual humans in interaction with virtual environments, by motion capture. It brings decoupling of functionalities, and also of stability thanks to passivity. We show projections can break passivity, and thus must be used carefully. Our control scheme enables task space and internal control, contact, and joint limits management. Thanks to passivity, it can be easily extended. Besides, we introduce a new tool as for manikin's control, which makes it able to build passive projections, so as to guide the virtual manikin when sharp movements are needed.