Spelling suggestions: "subject:"quadruped locomotion"" "subject:"quadruped iocomotion""
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Perception Based Gait Generation for Quadrupedal CharactersZhou, Junze 03 October 2013 (has links)
With the rapid expansion of the range of digital characters involved in film and game production, creating a wide variety of expressive characters has become a problem that cannot be solved efficiently through current animation methods. Key-frame animation is time-consuming and requires animation expertise. Motion capture is constrained by equipment and environment requirements and is most applicable to humanoid characters. Simulation can produce physically correct motion but does not account for expressiveness. This thesis focuses on developing a more efficient animation system using a procedural approach in which the skeletal structure and characteristics of motion that communicate weight and age in quadrupeds have been isolated and engineered as user-controlled tools and modifiers to build creature shape and synthesize cyclic gait animation. This new approach accomplished the goal of quick generation of expressive characters. It is also successful in achieving real-time animation playback and adjustment.
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M8 the Four-legged Robot / M8 den fyrbenta robotenANFLO, FREDRIK January 2020 (has links)
In recent times robots are becoming more and more common. They are everywhere. Walking, running, swimming, flying and many of them have much in common with the creatures inhabiting this planet. A lot of it in order to make them appeal more to us, instead of simply being portrayed as stone cold machines. Continuing on the path evolution has laid out before us seems to be a wise decision to make, aspiring to efficiently utilize our knowledge about science and engineering with the vision of improving our future. With the intention to simulate a four legged animal and evaluate the means of interacting with one´s surrounding, a quadruped locomotion system together with two types of sound and voice interacting systems have been assessed. A demonstrator was built to test the real world problems and decide what kind of interacting that is most beneficial. The results indicate that voice commands and speech recognition, rather than sounds from the environment are more practical and robust as a way of interacting with one´s surroundings. / På senare tider har robotar blivit mer och mer vanliga. De är överallt. Gående, springande, simmande, flygande och många av dem har mycket gemensamt med de varelser som lever på denna jord. Mycket av detta för att tilltala oss mer, istället för att framstå som enbart iskalla maskiner. Att fortsätta på den väg som evolutionen har lagt framför oss verkar vara ett vist beslut att ta, i strävan efter att effektivt utnyttja våra kunskaper i vetenskap och ingenjörskonst med visionen om att förbättra vår framtid. Med målet att simulera ett fyrbent djur och utvärdera möjligheterna till att interagera med ens omgivning, har ett fyrbent förflyttningssystem tillsammans med två typer av ljud och röstsystem tagits fram. En prototyp kontruerades för att testa de problem som uppstår i den verkliga värden och för att kunna bedöma vilket sätt att interagera som visar vara sig mest fördelaktigt. Resultaten indikerar att röstkommandon och röstigenkänning, snarare än ljuddetektion från omgivningen är mer praktiska och robusta som ett sätt att interagera med sin närmiljö.
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