Real-time Physically-based Interaction between Avatars and Virtual Environments | |||
Harald Schmidl | Ming C. Lin |
Abstract:We present an interactive technique on virtual contact handling for avatars in virtual environments. If a contact has occurred between an articulated avatar and a virtual environment, the global penetration depth and contact points are estimated based on a fast local penetration depth computation for decomposed convex pieces. The penetration depth and contact information are used for geometric overlap avoidance between objects. If applicable, joint angles for an articulated body are computed using an inverse kinematics approach based on cyclic coordinate descent. Resulting dynamic response with friction is modeled with impulse-based dynamics under the Coulomb friction law. We demonstrate the algorithm on a modestly complex virtual environment. The resulting system is able to maintain an interactive frame rate of 30-60 Hz.
Videos |
The following videos show the results we have obtained by using the proposed techniques. The first five scenes show a hand interacting with a virtual environment using a Cyberglove. These scenes use pure geometric overlap avoidance. Click on the links to view the videos.
Demonstrations |
The next four scenes use inverse kinematics to also find suitable joint angles. The avatar motion was simulated by user input through mouse and keyboard because a full-body tracking system was unavailable. Click on the links to view the videos.
Demonstrations |
Publications |
Click on the link to view the paper.
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Links |
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