Show simple item record

dc.contributor.authorHu, Chen‐Huien_US
dc.contributor.authorLee, Chien‐Yingen_US
dc.contributor.authorLiou, Yen‐Tingen_US
dc.contributor.authorSung, Feng‐Yuen_US
dc.contributor.authorLin, Wen‐Chiehen_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-09-27T14:11:21Z
dc.date.available2019-09-27T14:11:21Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13606
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13606
dc.description.abstractSkiing is a popular recreational sport, and competitive skiing has been events at the Winter Olympic Games. Due to its wide moving range in the outdoor environment, motion capture of skiing is hard and usually not a good solution for generating skiing animations. Physical simulation offers a more viable alternative. However, skiing simulation is challenging as skiing involves many complicated motor skills and physics, such as balance keeping, movement coordination, articulated body dynamics and ski‐snow reaction. In particular, as no reference motions — usually from MOCAP data — are readily available for guiding the high‐level motor control, we need to synthesize plausible reference motions additionally. To solve this problem, sports techniques are exploited for reference motion planning. We propose a physics‐based framework that employs kinetic analyses of skiing techniques and the ski–snow contact model to generate realistic skiing motions. By simulating the inclination, angulation and weighting/unweighting techniques, stable and plausible carving turns and bump skiing animations can be generated. We evaluate our framework by demonstrating various skiing motions with different speeds, curvature radii and bump sizes. Our results show that employing the sports techniques used by athletes can provide considerable potential to generate agile sport motions without reference motions.Skiing is a popular recreational sport, and competitive skiing has been events at the Winter Olympic Games. Due to its wide moving range in the outdoor environment, motion capture of skiing is hard and usually not a good solution for generating skiing animations. Physical simulation offers a more viable alternative. However, skiing simulation is challenging as skiing involves many complicated motor skills and physics, such as balance keeping, movement coordination, articulated body dynamics and ski‐snow reaction. In particular, as no reference motions — usually from MOCAP data — are readily available for guiding the high‐level motor control, we need to synthesize plausible reference motions additionally. To solve this problem, sports techniques are exploited for reference motion planning. We propose a physics‐based framework that employs kinetic analyses of skiing techniques and the ski–snow contact model to generate realistic skiing motions.en_US
dc.publisher© 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectskiing
dc.subjectanimation
dc.subjectmotion control
dc.subjectmotion planning
dc.subject•Computing methodologies → Animation
dc.subjectPhysical simulation
dc.titleSkiing Simulation Based on Skill‐Guided Motion Planningen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume38
dc.description.number6
dc.identifier.doi10.1111/cgf.13606
dc.identifier.pages66-78


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record