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A kinematic method for human character animation in 2D constrained environments, with extendible solutions. Applies randomized path planning and heuristic systems to optimize motion comfort and knowledge of human gaits.
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Automated human motion in constrained environments Maciej Kalisiak mac@dgp.toronto.edu
human character animation constrained environments kinematic method currently 2D, extendible sample solution Introduction
piano mover’s problem given: start and goal configurations find connecting path Path Planning
starting point: RPP additions: moving while in contact with environment notion of comfort knowledge of human gaits Approach
Randomized Path Planning a path planning algorithm Understanding RPP
character’s state: q repeated perturbations,i.e., Brownian motion repeat until goal reached Simplest “Planner”
discretize into grid potential = Manhattan distance to goal flood-fill Building a Potential Field
character point mass sample q’s neighbourhood pick sample with largest drop in potential iterate until goal reached not feasible analytically Gradient Descent
gradient descent stops at any minimum use random walks to escape Brownian motion of predetermined duration use backtracking if minimum too deep revert to a previous point in solution,followed by a random walk Local Minima
solution embodies complete history of search process also very noisy a trajectory filter post-process is applied removes extraneous motion segments makes remaining motion more fluid Smoothing
grasps and grasp invariants comfort heuristic system gait finite state machine grasp-aware gradient descent, random walk, smoothing filters Modifications
Character Structure • 10 links • 9 joints • 12 DOFs • frequent re-rooting
represent potential points of contact three types reduce the grasp search space summarize surface characteristics Grasp Points
each gait dictates: the number of grasps the types of grasps enforced by the GFSM rest of planner must not alter existing grasps Grasp Invariants
each heuristic measures some quality of q D(q): overall discomfort, a potential field getting comfy: gradient descent through D(q) Heuristic System
states represent gaits each edge has: geometric preconditions motion recipe priority self-loops: gait-preserving motion that changes grasps The Gait FSM
3D quadrupeds, other characters “grasp surfaces” non-limb grasping add concept of time, speed use machine learning Future Work
~FIN~ http://www.dgp.toronto.edu/~mac/thesis
Appendix (extra slides)
human character animation algorithmfor constrained environments grasp point discretization of environment grasp constraint comfort modeling using heuristics gait FSM adapted RPP algorithms to grasp constraint Contributions