Motion Perturbation Based on Simple Neuromotor Control Models
KangKang Yin, Michael B. Cline, Dinesh K. Pai
Proceedings of the 11th Pacific Conference on Computer Graphics
and Applications
Pages 445-449, 2003
Motion capture is widely used for character animation. One major challenge of
this technique is how to modify the captured motion in plausible ways.
Existing techniques have focused on the physics of motion but can produce
unnatural variations of motions.
The goal is to use a simple human neuromuscular control model to create
animations that appear more natural than those that rely upon physics alone.
This paper presents a way to incorporate a simple human neuromotor control
model into dynamic simulation systems. This leads to a technique for
modifying motion capture animations according to small unexpected disturbances
in a dynamic environment in a way that makes the resultant motion still seem
natural.
The motor control model used in this paper is a modification of an existing
model containing an internal model of an object's inverse dynamics in the
brain, which generates a feedforward motor command and a desired trajectory
that is fed into a muscle-tendon system, which generates a force in response.
This force, combined with effects from the environment, are sent to an
inertial dynamics module that computes the actual trajectory, which is then
sent back into the muscle-tendon system to form a feedback loop.
A matrix equation combining the Newton-Euler equations of motion with the
constraint equations is used for both forward dynamics (where velocity is
computed in terms of known muscle forces) and inverse dynamics (where the
muscle forces are computed in terms of known accelerations). The motor
control is integrated with dynamic simulation to create a two-stage algorithm:
- Preprocessing: Use inverse dynamics to estimate feedforward
torques from the motion capture data.
- Forward Simulation: Compute muscle torques. These torques
are a combination of the feedforward torques above and feedback torques
computed based on the trajectories of objects in motion capture versus in
dynamic simulation.
Motor controllers for human dynamic simulation have been built by hand
[12] and using machine learning techniques
[7]. Adding motion capture into simulations makes
the control problem easier to solve [25]. Spacetime
constraints [24] [8]
[19] put the motion editing problem into a constrained
optimization framework by combining kinematic keyframing (space constraints)
with dynamic simulation (time constraints). Motor learning techniques
[20] [10] have led to the
development of motor controllers for basic tasks such as locomotion.
The internal model theory states that the brain needs to learn an inverse
dynamics model of an object to be controlled through motor learning. Then
motor control is executed using feedforward muscle forces
[15] [17]. Speed and accuracy are
lower during motor learning than during well-trained movements due to the
lack of good internal models [9].
Intrinsic mechanical properties of muscle and tendon produce proportional
(stiffness) and derivative (viscosity) feedback forces without delay
[11]. Muscle stiffness increases nonlinearly with generated
force [23]. A simple model of this relationship is the bilinear
model of muscle impedance [13] [22].
The motor control model used in this paper is from [14]
[21]. Work similar to that in this paper appared in
[26], but they used a high-gain feedback controller whereas
this paper uses a low-gain feedback controller with feedforward control for
most of the work, as is more realistic for biological systems.
General-purpose rigid body simulations [4]
[5] are extended for motor control in this paper.
Lagrange multipliers are used to compute constraint forces
[3]. Details are given in [6]. Drift at
joints caused by numerical error in forward dynamics
is countered by a post-step stabilization
scheme [2]
[5]. A
linearly implicit time stepping method is used for numerical integration
[1]. Gradients of stiff forces are computed using
automatic differentiation techniques [18]. Stiffness and
damping constants for each joint angle have been measured in biomechanics
[16].
A skeleton model with 54 degrees of freedom was perturbed in two different
experiments: (1) captured arm motions and (2) full body motions from football
games. The skeleton responded to external disturbances and restored itself to
the original motion naturally.
This paper is the first to explicitly incorporate human neuromotor control
models into a human simulation system.
The motor control model used in this paper is very simple: the slower feedback
loops (spinal and supraspinal feedback) are missing. This limits the system
to disturbances that do not endanger balance and are recoverable by
muscle-tendon feedback.
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