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Massachusetts Institute of Technology

Exploiting quaternions to support expressive interactive character motion

Abstract

dc:description.abstract

A real-time motion engine for interactive synthetic characters, either virtual or physical, needs to allow expressivity and interactivity of motion in order to maintain the illusion of life. Canned animation examples from an animator or motion capture device are expressive, but not very interactive, often leading to repetition. Conversely, numerical procedural techniques such as Inverse Kinematics (IK) tend to be very interactive, but often appear "robotic" and require parameter tweaking by hand. We argue for the use of hybrid example-based learning techniques to incorporate expert knowledge of character motion in the form of animations into an interactive procedural engine. Example-based techniques require appropriate distance metrics, statistical analysis and synthesis primitives, along with the ability to blend examples; furthermore, many machine learning techniques are sensitive to the choice of representation. We show that a quaternion representation of the orientation of a joint affords us computational efficiency along with mathematical robustness, such as avoiding gimbal lock in the Euler angle representation. We show how to use quaternions and their exponential mappings to create distance metrics on character poses, perform simple statistical analysis of joint motion limits and blend multiple poses together. We demonstrate these joint primitives on three techniques which we consider useful for combining animation knowledge with procedural algorithms: 1) pose blending, 2) joint motion statistics and 3) expressive IK. We discuss several projects designed using these primitives and offer insights for programmers building real-time motion engines for expressive interactive characters.

Degree

thesis:*
Department dc:contributor.department
Massachusetts Institute of Technology. Dept. of Architecture. Program in Media Arts and Sciences.
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2003

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Johnson, Michael Patrick, 1971-
Advisor dc:contributor.advisor
  • Bruce M. Blumberg.

Subjects

dc:subject × 1

Rights

dc:rights
Statement dc:rights
  • M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.
Language dc:language.iso
eng

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/1721.1/8031
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/8031

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Johnson, Michael Patrick, 1971-. Exploiting quaternions to support expressive interactive character motion. Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/8031