2016
DOI: 10.1145/2893476
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Guided Learning of Control Graphs for Physics-Based Characters

Abstract: The difficulty of developing control strategies has been a primary bottleneck in the adoption of physics-based simulations of human motion. We present a method for learning robust feedback strategies around given motion capture clips as well as the transition paths between clips. The output is a control graph that supports real-time physics-based simulation of multiple characters, each capable of a diverse range of robust movement skills, such as walking, running, sharp turns, cartwheels, spin-kicks, and flips… Show more

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Cited by 115 publications
(84 citation statements)
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“…a humanoid model, to additionally consider the importance priorities, and physiological constraints of the model. Since IK does not directly address dynamic constraints, such as momentum conservation during ballistic motion, significant efforts have been made to design physically based interactive tools to ensure the production of plausible motions [KSPW04, YLvdP07, LPY16, ATK16]. Physics‐based character animation aims at guiding the IK solvers to provide a more natural motion that remains within a feasible set of movements.…”
Section: Biomechanical Constraintsmentioning
confidence: 99%
“…a humanoid model, to additionally consider the importance priorities, and physiological constraints of the model. Since IK does not directly address dynamic constraints, such as momentum conservation during ballistic motion, significant efforts have been made to design physically based interactive tools to ensure the production of plausible motions [KSPW04, YLvdP07, LPY16, ATK16]. Physics‐based character animation aims at guiding the IK solvers to provide a more natural motion that remains within a feasible set of movements.…”
Section: Biomechanical Constraintsmentioning
confidence: 99%
“…For more complex systems where the contact sequence is unknown, you can use through-contact trajectory optimization to compute the solution [40,48] (see section 9.10). If you need to use the time-stepping simulator, then you can use some of the methods developed by the computer graphics community [60,61,1,34].…”
Section: Consistent Functionsmentioning
confidence: 99%
“…Liu et al [LYvdPG12] also developed a motion controller with terrain obstacles, and the controlled character traverses given classes of terrain with dynamic gaits. Liu et al [LPY16] have also constructed control graphs based on motion capture sequences. The control graphs provide control signals that are capable of simulating physically plausible character motion.…”
Section: Related Workmentioning
confidence: 99%