Plausible Motion Simulation
for Computer Graphics Animation
Ronen Barzel, University of Washington
Daniel N. Wood, University
Computer Animation and Simulation '96 (Proceedings of the Eurographics
R. Boulic and G. Hégron, eds., Springer Wien, New York, 1996, pp. 183-197.
[download pdf (14 pages, 16Kb)]
- Accuracy is the ubiquitous goal of dynamic simulation, in order to
yield the ``correct'' motion. But for creating animation, what is really
of interest is ``plausible'' motion, which is somewhat different. We discuss
what we mean by plausible simulation, how it differs from ``accurate''
simulation, and why we think it's a worthwhile area to study. The discussion
touches on questions of physically plausible vs. visually plausible
motion, plausible simulation in a noisy or textured environment, and probability
measures for motion, as well as issues for forward and inverse problems.
- A ball bouncing in a box, side view. A small random variation to the
collision normals provides "texture" to an otherwise overly-regular
Dropped from rest:
- A 9-ball pool break. A small random variation can be added to the collision
normals without harming the visual plausibility of the motion.
- 1-ball inverse problem. Given an initial position of the cue ball and
a desired target position and direction, determine how to strike the cue
ball to acheive the goal.
- 2-ball inverse problem. Given an initial position of the cue ball and
a target baall, strike the cue ball to sink the target in the lower-left