Computer modeling and simulation of human movement
MG Pandy - Annual review of biomedical engineering, 2001 - annualreviews.org
▪ Abstract Recent interest in using modeling and simulation to study movement is driven by
the belief that this approach can provide insight into how the nervous system and muscles …
the belief that this approach can provide insight into how the nervous system and muscles …
Ase: Large-scale reusable adversarial skill embeddings for physically simulated characters
The incredible feats of athleticism demonstrated by humans are made possible in part by a
vast repertoire of general-purpose motor skills, acquired through years of practice and …
vast repertoire of general-purpose motor skills, acquired through years of practice and …
Deeploco: Dynamic locomotion skills using hierarchical deep reinforcement learning
Learning physics-based locomotion skills is a difficult problem, leading to solutions that
typically exploit prior knowledge of various forms. In this paper we aim to learn a variety of …
typically exploit prior knowledge of various forms. In this paper we aim to learn a variety of …
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 …
[PDF][PDF] Steering behaviors for autonomous characters
CW Reynolds - Game developers conference, 1999 - Citeseer
This paper presents solutions for one requirement of autonomous characters in animation
and games: the ability to navigate around their world in a life-like and improvisational …
and games: the ability to navigate around their world in a life-like and improvisational …
Motion graphs
In this paper we present a novel method for creating realistic, controllable motion. Given a
corpus of motion capture data, we automatically construct a directed graph called a motion …
corpus of motion capture data, we automatically construct a directed graph called a motion …
Local motion phases for learning multi-contact character movements
Training a bipedal character to play basketball and interact with objects, or a quadruped
character to move in various locomotion modes, are difficult tasks due to the fast and …
character to move in various locomotion modes, are difficult tasks due to the fast and …
Physics-based character controllers using conditional vaes
High-quality motion capture datasets are now publicly available, and researchers have used
them to create kinematics-based controllers that can generate plausible and diverse human …
them to create kinematics-based controllers that can generate plausible and diverse human …
Interactive control of avatars animated with human motion data
Real-time control of three-dimensional avatars is an important problem in the context of
computer games and virtual environments. Avatar animation and control is difficult, however …
computer games and virtual environments. Avatar animation and control is difficult, however …
[PDF][PDF] Introduction to inverse kinematics with jacobian transpose, pseudoinverse and damped least squares methods
SR Buss - IEEE Journal of Robotics and Automation, 2004 - academia.edu
Introduction to Inverse Kinematics with Jacobian Transpose, Pseudoinverse and Damped
Least Squares methods Page 1 Introduction to Inverse Kinematics with Jacobian Transpose …
Least Squares methods Page 1 Introduction to Inverse Kinematics with Jacobian Transpose …