Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Motion synthesis and editing in low-dimensional spaces: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Continuation methods for adapting simulated skills
ACM SIGGRAPH 2008 papers
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Optimal gait and form for animal locomotion
ACM SIGGRAPH 2009 papers
Optimizing walking controllers
ACM SIGGRAPH Asia 2009 papers
Real-Time Physics-Based 3D Biped Character Animation Using an Inverted Pendulum Model
IEEE Transactions on Visualization and Computer Graphics
Robust physics-based locomotion using low-dimensional planning
ACM SIGGRAPH 2010 papers
Optimizing walking controllers for uncertain inputs and environments
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Generalized biped walking control
ACM SIGGRAPH 2010 papers
Feature-based locomotion controllers
ACM SIGGRAPH 2010 papers
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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In this paper, we propose a new method to compose physically-based character controllers in low dimensional latent space. Source controllers are created by gradually updating the task parameter such as the external force applied to the body. During the optimization, instead of only saving the optimal controllers, we also keep a large number of non-optimal controllers. These controllers provide knowledge about the stable area in the controller space, and are then used as samples to construct a low dimensional manifold that represents stable controllers. During run-time, we interpolate controllers in the low dimensional space and create stable controllers to cope with the irregular external forces. Our method is best to be applied for real-time applications such as computer games.