TY - GEN
T1 - Sampling Plausible Solutions to Multi-body Constraint Problems
AU - Chenney, Stephen
AU - Forsyth, D. A.
N1 - We thank Ronen Barzel, John Hughes and Joe Marks for their very extensive and helpful comments on this work in general and on earlier drafts of this paper. This work was funded by ONR grant N00014-96-11200.
PY - 2000/7/1
Y1 - 2000/7/1
N2 - Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user’s preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with “good” animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints.
AB - Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user’s preferences before they have seen the available solutions. In this paper we extend simulation models to include plausible sources of uncertainty, and then use a Markov chain Monte Carlo algorithm to sample multiple animations that satisfy constraints. A user can choose the animation they prefer, or applications can take direct advantage of the multiple solutions. Our technique is applicable when a probability can be attached to each animation, with “good” animations having high probability, and for such cases we provide a definition of physical plausibility for animations. We demonstrate our approach with examples of multi-body rigid-body simulations that satisfy constraints of various kinds, for each case presenting animations that are true to a physical model, are significantly different from each other, and yet still satisfy the constraints.
KW - Markov chain Monte Carlo
KW - motion synthesis
KW - plausible motion
KW - spacetime constraints
UR - http://www.scopus.com/inward/record.url?scp=85160341381&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85160341381&partnerID=8YFLogxK
U2 - 10.1145/344779.344882
DO - 10.1145/344779.344882
M3 - Conference contribution
AN - SCOPUS:85160341381
T3 - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
SP - 219
EP - 229
BT - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
PB - Association for Computing Machinery
T2 - 27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000
Y2 - 23 July 2000 through 28 July 2000
ER -