Generalized biped walking control

S Coros, P Beaudoin, M Van de Panne - ACM Transactions On Graphics …, 2010 - dl.acm.org
We present a control strategy for physically-simulated walking motions that generalizes well
across gait parameters, motion styles, character proportions, and a variety of skills. The …

Motion fields for interactive character locomotion

Y Lee, K Wampler, G Bernstein, J Popović… - ACM SIGGRAPH Asia …, 2010 - dl.acm.org
We propose a novel representation of motion data and control that enables characters with
both highly agile responses to user input and natural handling of arbitrary external …

Data-driven biped control

Y Lee, S Kim, J Lee - ACM SIGGRAPH 2010 papers, 2010 - dl.acm.org
We present a dynamic controller to physically simulate under-actuated three-dimensional
full-body biped locomotion. Our data-driven controller takes motion capture reference data to …

Robust physics-based locomotion using low-dimensional planning

I Mordatch, M De Lasa, A Hertzmann - ACM SIGGRAPH 2010 papers, 2010 - dl.acm.org
This paper presents a physics-based locomotion controller based on online planning. At
each time-step, a planner optimizes locomotion over multiple phases of gait. Stance …

Optimizing walking controllers for uncertain inputs and environments

JM Wang, DJ Fleet, A Hertzmann - ACM Transactions on Graphics (TOG), 2010 - dl.acm.org
We introduce methods for optimizing physics-based walking controllers for robustness to
uncertainty. Many unknown factors, such as external forces, control torques, and user control …

[PDF][PDF] Control Systems for Human Running using an Inverted Pendulum Model and a Reference Motion Capture Sequence.

T Kwon, JK Hodgins - Symposium on Computer Animation, 2010 - diglib.eg.org
Physical simulation is often proposed as a way to generate motion for interactive characters.
A simulated character has the potential to adapt to changing terrain and disturbances in a …

Terrain-adaptive bipedal locomotion control

J Wu, Z Popović - ACM Transactions on Graphics (TOG), 2010 - dl.acm.org
We describe a framework for the automatic synthesis of biped locomotion controllers that
adapt to uneven terrain at run-time. The framework consists of two components: a per …

Real time animation of virtual humans: a trade‐off between naturalness and control

H Van Welbergen, BJH Van Basten… - Computer Graphics …, 2010 - Wiley Online Library
Virtual humans are employed in many interactive applications using 3D virtual
environments, including (serious) games. The motion of such virtual humans should look …

Synthesis of responsive motion using a dynamic model

Y Ye, CK Liu - Computer Graphics Forum, 2010 - Wiley Online Library
Synthesizing the movements of a responsive virtual character in the event of unexpected
perturbations has proven a difficult challenge. To solve this problem, we devise a fully …

L4RW: Laziness‐based Realistic Real‐time Responsive Rebalance in Walking

M Xu, H Li, P Lv, W Chen, G Liu, P Zhu… - Computer Graphics …, 2010 - Wiley Online Library
We present a novel L4RW (Laziness‐based Realistic Real‐time Responsive Rebalance in
Walking) technique to synthesize 4RW animations under unexpected external perturbations …