Controller Design for Multi‐Skilled Bipedal Characters

dc.contributor.authorFirmin, M.en_US
dc.contributor.authorPanne, M.en_US
dc.contributor.editorDeussen, Oliver and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-01-25T14:31:25Z
dc.date.available2016-01-25T14:31:25Z
dc.date.issued2015en_US
dc.description.abstractDeveloping motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts. Controller sequencing is supported in two ways. Naive integration of controllers is achieved by using highly stable pose controllers (such as a standing or squatting) as intermediate transitions. More complex controller connections are automatically learned through an optimization process. The robustness of our system is demonstrated via random walkthroughs of our integrated set of controllers.Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts.en_US
dc.description.number8en_US
dc.description.sectionheadersArticlesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume34en_US
dc.identifier.doi10.1111/cgf.12607en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12607en_US
dc.publisherCopyright © 2015 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectphysically based animationen_US
dc.subjecthuman simulationen_US
dc.subjectmotion controlen_US
dc.subjectI.3.3 [Computer Graphics]: Animation—Physical Simulationen_US
dc.titleController Design for Multi‐Skilled Bipedal Charactersen_US
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