Dynamically balanced and plausible trajectory planning for human-like characters

Chonhyon Park, J. S. Park, S. Tonneau, N. Mansard, F. Multon, J. Pettré, Dinesh Manocha
{"title":"Dynamically balanced and plausible trajectory planning for human-like characters","authors":"Chonhyon Park, J. S. Park, S. Tonneau, N. Mansard, F. Multon, J. Pettré, Dinesh Manocha","doi":"10.1145/2856400.2856405","DOIUrl":null,"url":null,"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 three-phase 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.","PeriodicalId":207863,"journal":{"name":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2856400.2856405","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 9

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 three-phase 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.
类人角色的动态平衡和合理的轨迹规划
我们提出了一种交互式运动规划算法来计算高自由度类人角色的合理轨迹。给定一个离散的接触配置序列,我们使用三相优化方法来确保得到的轨迹是无碰撞的,光滑的,并满足动态平衡约束。我们的方法可以在交互帧率下直接计算动态平衡和自然的运动,并且比以前的方法快得多。我们强调了它在复杂的人体运动基准上的表现,如行走、攀爬、爬行和蹲伏,其中离散配置是从运动学规划器生成的或从运动捕获数据集中提取的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信