Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Software Laboratory for Physical Based Human Body Animation
AMDO '02 Proceedings of the Second International Workshop on Articulated Motion and Deformable Objects
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GRIN'01 No description on Graphics interface 2001
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Animating reactive motions for biped locomotion
Proceedings of the ACM symposium on Virtual reality software and technology
A flexible representation of controllers for physically-based animation of virtual humans
Proceedings of the 2007 ACM symposium on Applied computing
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
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ACM SIGGRAPH 2008 papers
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ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Optimal gait and form for animal locomotion
ACM SIGGRAPH 2009 papers
Locomotion skills for simulated quadrupeds
ACM SIGGRAPH 2011 papers
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Real-time physical modelling of character movements with microsoft kinect
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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A method of producing gaits is presented that uses control mechanisms analogous to windup toys. The synthesis technique is based on optimization. One primary characteristics of the "virtual windup toys" is that they are oblivious to their environment. This means that the simulated creatures have no active control over balance. Nevertheless, "blind" control mechanisms work well for many common periodic gaits as well as aperiodic motions such as turns and leaps. The possibilities and limitations of the technique are presented in the context of example creatures having one, two, four, and six legs. An important attribute of the proposed synthesis method is that the motions produced can be parameterized. Instead of producing a fixed instance of a motion, a family of motions can be synthesized. Examples presented are a hopping gait parameterized with respect to speed, a turning walk parameterized with respect to the turning rate, and a leaping gait parameterized with respect to the size of the leap. The animator can thus interactively specify the hopping speed, turning rate, and leap size, respectively, for these physics-based motions.