Over the past decades, physics-based simulation has become an established method for the animation of passive phenomena, such as cloth, water and rag-doll characters. The conception that physics-based simulation can also be used for animating actively controlled characters dates back to the early stages of computer animation, and has incited many research papers since. However, commercial animation frameworks still resort to kinematics-based approaches when it comes to animating active virtual characters. To understand this reservation, it is important to recognize the scope and complexity of controlling simulated characters. Just like with real-world characters, the pose of a physics-based character is controlled indirectly, through forces...
This work deals with the animation and control of flexible and active characters. These are characte...
The animation of virtual characters is a process that although supported by various software and har...
Presented is a review of existing methods for creating physically-based character animation. We argu...
Physics simulation offers the possibility of truly responsive and realistic animation. Despite wide ...
Creating controllers for physics-based characters is a long-standing open problem in animation and r...
Figure 1: Examples of real-world characters: an autonomous dog-like robot capable of traversing chal...
Abstract—We present a physics-based approach to generate 3D biped character animation that can react...
A proposed system lets users directly control simulated self-propelled characters. Users drag a mous...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer...
An ambitious goal in the area of physics-based computer animation is the creation of virtual actors ...
Humanoid motion generation based on physics based controllers has the potential to revolutionize the...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Advances in graphics and robotics have increased the importance of tools for synthesizing humanoid m...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
This work deals with the animation and control of flexible and active characters. These are characte...
The animation of virtual characters is a process that although supported by various software and har...
Presented is a review of existing methods for creating physically-based character animation. We argu...
Physics simulation offers the possibility of truly responsive and realistic animation. Despite wide ...
Creating controllers for physics-based characters is a long-standing open problem in animation and r...
Figure 1: Examples of real-world characters: an autonomous dog-like robot capable of traversing chal...
Abstract—We present a physics-based approach to generate 3D biped character animation that can react...
A proposed system lets users directly control simulated self-propelled characters. Users drag a mous...
Physics-based character motion has the potential of achieving realistic motions without laborious wo...
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer...
An ambitious goal in the area of physics-based computer animation is the creation of virtual actors ...
Humanoid motion generation based on physics based controllers has the potential to revolutionize the...
Human motion plays a key role in the production of films, video games, virtual reality applications,...
Advances in graphics and robotics have increased the importance of tools for synthesizing humanoid m...
This thesis introduces locomotion synthesis methods for humanoid characters. Motion synthesis is an ...
This work deals with the animation and control of flexible and active characters. These are characte...
The animation of virtual characters is a process that although supported by various software and har...
Presented is a review of existing methods for creating physically-based character animation. We argu...