Interactive character animation using simulated physics: A state‐of‐the‐art review
Physics simulation offers the possibility of truly responsive and realistic animation. Despite
wide adoption of physics simulation for the animation of passive phenomena, such as fluids …
wide adoption of physics simulation for the animation of passive phenomena, such as fluids …
Learning symmetric and low-energy locomotion
Learning locomotion skills is a challenging problem. To generate realistic and smooth
locomotion, existing methods use motion capture, finite state machines or morphology …
locomotion, existing methods use motion capture, finite state machines or morphology …
Flexible muscle-based locomotion for bipedal creatures
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 …
routing and control parameters are optimized. This yields a generic locomotion control …
Optimizing locomotion controllers using biologically-based actuators and objectives
We present a technique for automatically synthesizing walking and running controllers for
physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of …
physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of …
Generalized biped walking control
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 …
across gait parameters, motion styles, character proportions, and a variety of skills. The …
Feature-based locomotion controllers
This paper introduces an approach to control of physics-based characters based on high-
level features of movement, such as center-of-mass, angular momentum, and end-effectors …
level features of movement, such as center-of-mass, angular momentum, and end-effectors …
[PDF][PDF] Contact-invariant optimization for hand manipulation
We present a method for automatic synthesis of dexterous hand movements, given only high-
level goals specifying what should happen to the object being manipulated. Results are …
level goals specifying what should happen to the object being manipulated. Results are …
Learning to dress: Synthesizing human dressing motion via deep reinforcement learning
Creating animation of a character putting on clothing is challenging due to the complex
interactions between the character and the simulated garment. We take a model-free deep …
interactions between the character and the simulated garment. We take a model-free deep …
Discovering diverse athletic jum** strategies
We present a framework that enables the discovery of diverse and natural-looking motion
strategies for athletic skills such as the high jump. The strategies are realized as control …
strategies for athletic skills such as the high jump. The strategies are realized as control …
Force-aware interface via electromyography for natural VR/AR interaction
While tremendous advances in visual and auditory realism have been made for virtual and
augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world …
augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world …