Flexible muscle-based locomotion for bipedal creatures

T Geijtenbeek, M Van De Panne… - ACM Transactions on …, 2013 - dl.acm.org
We present a muscle-based control method for simulated bipeds in which both the muscle
routing and control parameters are optimized. This yields a generic locomotion control …

Goal directed multi-finger manipulation: Control policies and analysis

S Andrews, PG Kry - Computers & Graphics, 2013 - Elsevier
We present a method for one-handed, task-based manipulation of objects. Our approach
uses a mid-level, multi-phase approach to organize the problem into three phases. This …

[PDF][PDF] The key to life is balance

B Kenwright - Communication Article - xbdev.net
We want to go beyond “passive rag-doll like” simulation characters towards more “active”
intelligent self-driven solutions. The “puppet on strings” approach lacks dynamic interactive …

Procedural model of horse simulation

Z Bhatti, A Shah, F Shahidi - Proceedings of the 12th ACM SIGGRAPH …, 2013 - dl.acm.org
In this paper, a procedural model has been developed for synthesizing cyclic horse motion
through trigonometric functions. The system has been developed and implemented using …

Animal locomotion controllers from scratch

K Wampler, J Popović, Z Popović - Computer Graphics Forum, 2013 - Wiley Online Library
There exists a large body of research devoted to creating real time interactive locomotion
controllers which are targeted at some specific class of character, most often humanoid …

Real-time 3D simultaneous localization and map-building for a dynamic walking humanoid robot

S Yoon, S Hyung, M Lee, KS Roh, SH Ahn… - Advanced …, 2013 - Taylor & Francis
In this paper, we develop an onboard real-time 3D visual simultaneous localization and
mapping system for a dynamic walking humanoid robot. With the constraints of processing …

Designing controllers for physics‐based characters with motion networks

R Backman, M Kallmann - Computer Animation and Virtual …, 2013 - Wiley Online Library
We present a system that allows non‐programmers to create generic controllers for
physically simulated characters. The core of our system is based on a directed acyclic graph …

Design and optimization of control primitives for simulated characters

S Shen - 2013 - open.library.ubc.ca
Physics-based character motion has the potential of achieving realistic motions without
laborious work from artists and without needing to use motion capture data. It has potential …

[PDF][PDF] Joint-Torque Control of Character Motions

A Animations - xbdev.net
We want to go beyond “passive rag-doll like” simulated characters towards more “active”
intelligent self-driven solutions. The “puppet on strings” approach lacks dynamic interactive …

Design and implementation of real-time physics simulation engine for e-Entertainment

M Bae, YJ Kim - International Journal of Modeling, Simulation, and …, 2013 - World Scientific
We present our recent research results regarding the designing and implementation of real-
time physics simulation engines, which aim at developing physics-inspired e-entertainment …