Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques - SIGGRAPH '95 1995
DOI: 10.1145/218380.218414
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Animating human athletics

Abstract: This paper describes algorithms for the animation of men and women performing three dynamic athletic behaviors: running, bicycling, and vaulting. We animate these behaviors using control algorithms that cause a physically realistic model to perform the desired maneuver. For example, control algorithms allow the simulated humans to maintain balance while moving their arms, to run or bicycle at a variety of speeds, and to perform a handspring vault. Algorithms for group behaviors allow a number of simulated bicy… Show more

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Cited by 472 publications
(264 citation statements)
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References 36 publications
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“…Therefore, we employ finite state machines (FSM) to model the responses. This FSM approach has also been used in computer graphics to construct controllers for running and other behaviors [RH91, HWBO95,YLvdP07]. The control laws for each state of the FSM are modeled from the motion capture data.…”
Section: Figure 1: We Create Controllers To Simulate Balance Recoverymentioning
confidence: 99%
See 1 more Smart Citation
“…Therefore, we employ finite state machines (FSM) to model the responses. This FSM approach has also been used in computer graphics to construct controllers for running and other behaviors [RH91, HWBO95,YLvdP07]. The control laws for each state of the FSM are modeled from the motion capture data.…”
Section: Figure 1: We Create Controllers To Simulate Balance Recoverymentioning
confidence: 99%
“…Their idea was to design a finite state machine based on contact states between feet and ground and then design control actions for each joint in each state. This idea was extended to a running, vaulting, and diving human character by Hodgins and colleagues [HWBO95]. Yin and colleagues implemented FSM-based controllers for various behaviors such as a back flip and a skip [YLvdP07].…”
Section: Prior Workmentioning
confidence: 99%
“…Methods for defining controllers for complex behaviors [28] to learning simple controllers [29] have been proposed. However, most of these methods are more suitable for forward dynamic simulation [30] improving on efforts in dynamic robotic manipulation [31].…”
Section: Related Workmentioning
confidence: 99%
“…Animation systems can arrange the possible poses in a directed graph, with edges representing allowed transitions and runtime execution traversing this graph [7] according to user input [17] or the game's artificial intelligence (AI). Each pose specifies target positions for each controlled degree of freedom (DoF).…”
Section: Introductionmentioning
confidence: 99%
“…At run-time, the character's joints apply torques to reach the target pose, with the specific amount of torque supplied computed by a low-level control law, such as the proportional-derivative (PD). Despite (or perhaps, because of) the simplicity of pose control, it is commonly used in practice and in the animation literature, where it often forms the foundation of more complex algorithms capable of impressive behaviors [7,4,12,16,11,15].…”
Section: Introductionmentioning
confidence: 99%