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SI3D
2016
ACM

Dynamically balanced and plausible trajectory planning for human-like characters

8 years 8 months ago
Dynamically balanced and plausible trajectory planning for human-like characters
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.
Chonhyon Park, Jae Sung Park, Steve Tonneau, Nicol
Added 09 Apr 2016
Updated 09 Apr 2016
Type Journal
Year 2016
Where SI3D
Authors Chonhyon Park, Jae Sung Park, Steve Tonneau, Nicolas Mansard, Franck Multon, Julien Pettré, Dinesh Manocha
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