Research of Simulation in Character Animation Based on Physics Engine
Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character...
Saved in:
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
Wiley
2017-01-01
|
Series: | International Journal of Digital Multimedia Broadcasting |
Online Access: | http://dx.doi.org/10.1155/2017/4815932 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1832568103427375104 |
---|---|
author | Yang Yu Jucheng Yang Xiaofei Zan Jiangang Huang Xiangbo Zhang |
author_facet | Yang Yu Jucheng Yang Xiaofei Zan Jiangang Huang Xiangbo Zhang |
author_sort | Yang Yu |
collection | DOAJ |
description | Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided education, flight simulation, engineering simulation, military simulation, and other fields. In this paper, we try to study physics based character animation to solve these problems such as poor real-time interaction that appears in the character, low utilization rate, and complex production. The paper deeply studied the kinematics, dynamics technology, and production technology based on the motion data. At the same time, it analyzed ODE, PhysX, Bullet, and other variety of mainstream physics engines and studied OBB hierarchy bounding box tree, AABB hierarchical tree, and other collision detection algorithms. Finally, character animation based on ODE is implemented, which is simulation of the motion and collision process of a tricycle. |
format | Article |
id | doaj-art-b967559afc094e899547626a03ec64ee |
institution | Kabale University |
issn | 1687-7578 1687-7586 |
language | English |
publishDate | 2017-01-01 |
publisher | Wiley |
record_format | Article |
series | International Journal of Digital Multimedia Broadcasting |
spelling | doaj-art-b967559afc094e899547626a03ec64ee2025-02-03T00:59:49ZengWileyInternational Journal of Digital Multimedia Broadcasting1687-75781687-75862017-01-01201710.1155/2017/48159324815932Research of Simulation in Character Animation Based on Physics EngineYang Yu0Jucheng Yang1Xiaofei Zan2Jiangang Huang3Xiangbo Zhang4College of Computer Science and Information Engineering, Tianjin University of Science and Technology, Tianjin, ChinaCollege of Computer Science and Information Engineering, Tianjin University of Science and Technology, Tianjin, ChinaSchool of Computer and Information Technology, Beijing Jiaotong University, Beijing, ChinaCollege of Computer Science and Information Engineering, Tianjin University of Science and Technology, Tianjin, ChinaCollege of Computer Science and Information Engineering, Tianjin University of Science and Technology, Tianjin, ChinaComputer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided education, flight simulation, engineering simulation, military simulation, and other fields. In this paper, we try to study physics based character animation to solve these problems such as poor real-time interaction that appears in the character, low utilization rate, and complex production. The paper deeply studied the kinematics, dynamics technology, and production technology based on the motion data. At the same time, it analyzed ODE, PhysX, Bullet, and other variety of mainstream physics engines and studied OBB hierarchy bounding box tree, AABB hierarchical tree, and other collision detection algorithms. Finally, character animation based on ODE is implemented, which is simulation of the motion and collision process of a tricycle.http://dx.doi.org/10.1155/2017/4815932 |
spellingShingle | Yang Yu Jucheng Yang Xiaofei Zan Jiangang Huang Xiangbo Zhang Research of Simulation in Character Animation Based on Physics Engine International Journal of Digital Multimedia Broadcasting |
title | Research of Simulation in Character Animation Based on Physics Engine |
title_full | Research of Simulation in Character Animation Based on Physics Engine |
title_fullStr | Research of Simulation in Character Animation Based on Physics Engine |
title_full_unstemmed | Research of Simulation in Character Animation Based on Physics Engine |
title_short | Research of Simulation in Character Animation Based on Physics Engine |
title_sort | research of simulation in character animation based on physics engine |
url | http://dx.doi.org/10.1155/2017/4815932 |
work_keys_str_mv | AT yangyu researchofsimulationincharacteranimationbasedonphysicsengine AT juchengyang researchofsimulationincharacteranimationbasedonphysicsengine AT xiaofeizan researchofsimulationincharacteranimationbasedonphysicsengine AT jianganghuang researchofsimulationincharacteranimationbasedonphysicsengine AT xiangbozhang researchofsimulationincharacteranimationbasedonphysicsengine |