We present a new method for generating controllers for physics-based simulations of planar bipedal walking, targeted towards producing autonomous character behaviors for computer animation. A common criticism of physics-based character animation is the lack of personality and style in the final motion. We develop controllers that mimic a desired style as much as possible, while still subject to the laws of physics and to the realities of maintaining balance. The resulting simulated character can interact with and respond to its environment, unlike the original kinematically-specified desired motion. Walking is a very challenging control task because of its dynamically unstable nature. Continuous balance control is required to prevent the ch...
We present a framework for controlling physics-based bipeds in a simulated environment, based on a v...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Walking is a core task for humanoid robots. Most existing walking controllers fall into one of two c...
Understanding and reproducing the processes that give rise to purposeful human and animal motions ha...
Creating controllers for physics-based characters is a long-standing open problem in animation and r...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
The recent explosion of interest in physical system simulation may soon lead to realistic animation ...
www.ai.mit.edu/projects/leglab Natural dynamics can be exploited in the control of bipedal walking r...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
Physics-based character simulation is an important open problem with potential applications in robot...
International audiencePhysics-based animation is an increasingly studied subject of computer animati...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Abstract—We present a physics-based approach to generate 3D biped character animation that can react...
We present a framework for controlling physics-based bipeds in a simulated environment, based on a v...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Walking is a core task for humanoid robots. Most existing walking controllers fall into one of two c...
Understanding and reproducing the processes that give rise to purposeful human and animal motions ha...
Creating controllers for physics-based characters is a long-standing open problem in animation and r...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
The recent explosion of interest in physical system simulation may soon lead to realistic animation ...
www.ai.mit.edu/projects/leglab Natural dynamics can be exploited in the control of bipedal walking r...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
Physics-based character simulation is an important open problem with potential applications in robot...
International audiencePhysics-based animation is an increasingly studied subject of computer animati...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Abstract—We present a physics-based approach to generate 3D biped character animation that can react...
We present a framework for controlling physics-based bipeds in a simulated environment, based on a v...
Developing motions for simulated humanoids remains a challenging problem. While there exists a multi...
Walking is a core task for humanoid robots. Most existing walking controllers fall into one of two c...