Real-Time Reach Planning for Animated Characters Using Hardware Acceleration

  • Authors:
  • Ying Liu;Norman I. Badler

  • Affiliations:
  • -;-

  • Venue:
  • CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
  • Year:
  • 2003

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Abstract

We present a heuristic-based real-time reach planningalgorithm for virtual human figures. Given the start andgoal positions in a 3D workspace, our problem is tocompute a collision-free path that specifies all theconfigurations for a human arm to move from the start tothe goal. Our algorithm consists of three modules: spatialsearch, inverse kinematics, and collision detection. Forthe search module, instead of searching in jointconfiguration space like most existing motion planningmethods do, we run a direct search in the workspace,guided by a heuristic distance-to-goal evaluationfunction. The inverse kinematics module attempts toselect natural posture configurations for the arm alongthe path found in the workspace. During the search,candidate configurations will be checked for collisionstaking advantage of the graphics hardware - depthbuffer. The algorithm is fast and easy to implement. Itallows real-time planning not only in static, structuredenvironments, but also in dynamic, unstructuredenvironments. No preprocessing and prior knowledgeabout the environment is required. Several examples areshown illustrating the competence of the planner atgenerating motion plans for a typical human arm modelwith seven degrees of freedom.