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MichielVanDePanne - 27 Feb 2006
Animation as a Trajectory Optimization Problem
Paper One
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Open problems are ... -- Michiel van de Panne
In “spacetime constraints” paper, it presents a neat method for animation, using physics model and some objective functions, and then letting system automatically figure out how the motion should be performed. Having said that, the performance of the approach still heavily depends on constraints set by users; and moreover, finding an appropriate objective function and whereby solving for optima are also quite challenging. As it said “the realism of simulation comes at the expense of control.” In “particle” method, it mentions SQP solver, so it would be good if we can reveal a little bit about how it works. -- Steven Chang
Paper Two
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This “Synthesizing …” paper presents an interesting approach to generate realistic motions by solving the optimization problem in a low-dimensional space. Projecting human motions onto an abstract low-dimensional space is based on the observations that many dynamic human motions can be adequately represented with only five to ten degrees of freedom. However, after watching the movie, I am wondering whether this is surely adequate for some complex motions other than jumping, walking and those presented in the movie. Similar to first paper in that animators also have to select a set of motions as references, I think the performance could still be an issue; but they also use IK solver to enforce the kinematics constraints, so the result should be more accurate and realistic.
-- Steven Chang