We have developed a virtual environment system which supports multiple simulations, including virtual actors. These actors exhibit motor behavior in response to activity in the environment. We present an example actor...
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We have implemented an algorithm for rigid body dynamics which unifies the advantages of linear recursive algorithms with the advantages of earlier linear algebra based constraint force approaches. No restriction is p...
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Accurate simulation of Newtonian mechanics is essential for simulating realistic motion of joined figures. Dynamic simulation requires, however, a large amount of computation when compared to kinematic methods, and th...
ISBN:
(纸本)9780897913447
Accurate simulation of Newtonian mechanics is essential for simulating realistic motion of joined figures. Dynamic simulation requires, however, a large amount of computation when compared to kinematic methods, and the control of dynamic figures can be quite complex. We have implemented an efficient forward dynamic simulation algorithm for articulated figures which has a computational complexity linear in the number of joints. In addition, we present a strategy for the coordination of the locomotion of a six-legged figure - a simulated insect - which has two main components: a gait controller which sequences stepping, and motor programs which control motions of the figure by the application of forces. The simulation is capable of generating gait patterns and walking phenomena observed in nature, and our simulated insect can negotiate planar and uneven terrain in a realistic manner. The motor program techniques should be generally applicable to other control problems.
In this paper we describe the evolution of a whole-hand interface to our virtual-environment graphical system. We present a set of abstractions that can be used to implement device-independent interfaces for hand meas...
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ISBN:
(纸本)0897913353
In this paper we describe the evolution of a whole-hand interface to our virtual-environment graphical system. We present a set of abstractions that can be used to implement device-independent interfaces for hand measurement devices. Some of these abstractions correspond to known logical device abstractions, while others take further advantage of the richness of expression in the human hand. We describe these abstractions in the context of their use in our development of virtual environments.
Paint brushes are modeled as a collection of bristles which evolve over the course of the stroke, leaving a realistic image of a sumi brush stroke. The major representational units are {1) Brush: a compound object com...
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