Graphics Reference
In-Depth Information
A common approach is to apply a traditional AI path finding algorithm like A to
create a root motion spline, and then use another greedy algorithm to look ahead
a small time interval and avoid small-scale collisions.
So far, we have considered only translational root motion for navigation. The
problem of synthesizing dynamic character motion becomes even more challeng-
ing when we must solve for the motion of limbs, coordinate multiple characters, or
handle deformation. This general problem is called motion planning, and it is an
active area of research in not only computer graphics but also AI and robotics.
Most solutions draw on the principles and algorithms described in this chap-
ter. However, they also tend to leverage search and machine learning strategies
that require more AI background to describe. Having motivated it, we now leave
the motion planning aside. The remainder of this chapter overviews basic prim-
itives up to motion in the absence of AI, with emphasis on the motion of rigid
primitives.
35.2.4 Notation
Variables in animation algorithms are qualified in many ways. Reference frames
have three translational dimensions and three rotational dimensions, all quantities
are functions of time, and most quantities are actually arrays to accommodate
multiple objects or vertices. The algorithms we use also typically involve first and
second time derivatives, and often consider the instantaneous value before and
after an event such as a collision.
Animation-specific notations address these qualifications, but they differ from
the notations predominant in rendering that are used elsewhere in this topic. The
following notation, which is common in the animation literature, applies only
within this chapter (see Table 35.1).
Table 35.1: Formatting conventions for this chapter.
Symbol
Interpretation
f ( t )
Value of a scalar function f of time at time t
x ( t )
Vector value of a function x at time t
d x ( t )
dt
x ( t )
d 2 x ( t )
dt 2
x ( t )
x i
Element i of an ordered set of homogeneous elements
x [ 1 ]
First element of a vector
x i
Element i of an array of vectors
x
Quantity immediately before an event (here, a single-
sided derivative)
x +
Quantity immediately after an event
X ( t )
Ideal state function for the entire system
Y i
X ( i Δ t + t 0 ) Actual state of the system at frame i resulting from a
numerical integration scheme
Vectors are in boldface (e.g., x ), to leave space for other hat decorations. A dot
over the x denotes that x is the first derivative of x with respect to time. This is
 
 
 
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