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...

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Main Authors: Yang Yu, Jucheng Yang, Xiaofei Zan, Jiangang Huang, Xiangbo Zhang
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
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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
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institution Kabale University
issn 1687-7578
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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