Dynamically balanced and plausible trajectory planning for human-like characters

5Citations
Citations of this article
24Readers
Mendeley users who have this article in their library.
Get full text

Abstract

We present an interactive motion planning algorithm to compute plausible trajectories for high-DOF human-like characters. Given a discrete sequence of contact configurations, we use a threephase optimization approach to ensure that the resulting trajectory is collision-free, smooth, and satisfies dynamic balancing constraints. Our approach can directly compute dynamically balanced and natural-looking motions at interactive frame rates and is considerably faster than prior methods. We highlight its performance on complex human motion benchmarks corresponding to walking, climbing, crawling, and crouching, where the discrete configurations are generated from a kinematic planner or extracted from motion capture datasets.

Cite

CITATION STYLE

APA

Park, C., Park, J. S., Tonneauy, S., Mansardy, N., Multonz, F., Pettréx, J., & Manocha, D. (2016). Dynamically balanced and plausible trajectory planning for human-like characters. In Proceedings - 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2016 (pp. 39–48). Association for Computing Machinery, Inc. https://doi.org/10.1145/2856400.2856405

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free