Real-time reactive biped characters staying upright and balanced

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Abstract

In this paper, we present a real-time technique of generating reactive balancing biped character motions for used in time critical systems, such as games. Our method uses a low-dimensional physics-based model to provide key information, such as foot placement and postural location, to control the movement of a fully articulated virtual skeleton. Furthermore, our technique uses numerous approximation techniques, such as comfort reasoning and foot support area, to mimic real-world humans in real-time that can respond to disturbances, such as pushes or pulls. We demonstrate the straightforwardness and robustness of our technique by means of a numerous of simulation examples. © 2013 Springer-Verlag Berlin Heidelberg.

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Kenwright, B. (2013). Real-time reactive biped characters staying upright and balanced. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7848, pp. 155–171). Springer Verlag. https://doi.org/10.1007/978-3-642-38803-3_9

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