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A Grasp-based Motion Planning Algorithm for Intelligent Character Animation. Maciej Kalisiak mac@dgp.toronto.edu. human character animation constrained environments example problem related research areas. Introduction. many methods: motion capture specific gait models
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A Grasp-based Motion Planning Algorithm for Intelligent Character Animation Maciej Kalisiak mac@dgp.toronto.edu
human character animation constrained environments example problem related research areas Introduction
many methods: motion capture specific gait models handcrafted controllers spacetime constraints etc. cannot solve our problem Animation Techniques
freespace motion planning piano mover’s problem example RPP solution Randomized Path Planning (RPP)
borrow ideas from animation and RPP starting point: RPP need to add: knowledge of human gaits notion of comfort moving while in contact with environment Combined Approach
character’s state repeated perturbations,i.e., Brownian motion perturbations move COM inefficient Simplest “Planner”
P(q) = COM’s shortest distance to goal solve using gradient descent analytic gradient computation not feasible repeatedly sample q’s neighbourhood and choose perturbations that result in largest drop in P(q) Potential-guided Planner
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 fluid Smoothing
grasp points grasp constraint comfort heuristic system gait finite state machine adapted gradient descent, random walk, smoothing filters Our Extensions
represent potential points of contact reduces the grasp search space “grasp”: attachment of limb to grasp point three types Grasp Points
some number and type of grasps must always be in effect the number and type of grasps dictated by GFSM rest of planner must preserve existing grasps(gradient descents, random walks, smoothing) Grasp Constraint
provides distinct behaviours states represent gaits edges represent transitions each edge has associated preconditions and effects GFSM consulted after every step of the gradient descent The Gait FSM
each heuristic measures some quality of q D(q): overall discomfort, a potential field assuming a comfortable position consists of using gradient descent through D(q) Heuristic System
3D grasp surfaces arbitrary, non-human skeletons complex grasping motion speed control learning Future Work
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
~FIN~ MPEG movies of results available at: http://www.dgp.toronto.edu/~mac/thesis
Appendix (extra slides that might prove useful in answering questions)