Automated human motion in constrained environments Maciej Kalisiak
Introduction human character animation constrained environments kinematic method currently 2D, extendible sample solution
Path Planning piano mover’s problem given: start and goal configurations find connecting path
Application to Human Motion
Approach starting point: RPP additions: –moving while in contact with environment –notion of comfort –knowledge of human gaits
Understanding RPP Randomized Path Planning a path planning algorithm
Simplest “Planner” character’s state: q repeated perturbations, i.e., Brownian motion repeat until goal reached
discretize into grid potential = Manhattan distance to goal flood-fill Building a Potential Field
Gradient Descent character point mass sample q’s neighbourhood pick sample with largest drop in potential iterate until goal reached not feasible analytically
Local Minima 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
Deep Minimum Example
Smoothing 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
Modifications grasps and grasp invariants comfort heuristic system gait finite state machine grasp-aware gradient descent, random walk, smoothing filters
Character Structure 10 links 9 joints 12 DOFs frequent re-rooting
Grasp Points represent potential points of contact three types reduce the grasp search space summarize surface characteristics
Grasp Invariants each gait dictates: –the number of grasps –the types of grasps enforced by the GFSM rest of planner must not alter existing grasps
Motion without Heuristics
Heuristic System each heuristic measures some quality of q D(q): overall discomfort, a potential field getting comfy: gradient descent through D(q)
Implemented Heuristics
The Gait FSM states represent gaits each edge has: –geometric preconditions –motion recipe –priority self-loops: gait-preserving motion that changes grasps
Complete System
More Results
Future Work 3D quadrupeds, other characters “grasp surfaces” non-limb grasping add concept of time, speed use machine learning
~FIN~
Appendix (extra slides)
Alternate gradient descent view
Smoothing Algorithm
Need for Limb Smoothing
Limb Smoothing Solution
Implemented GFSM
Contributions human character animation algorithm for constrained environments –grasp point discretization of environment –grasp constraint –comfort modeling using heuristics –gait FSM –adapted RPP algorithms to grasp constraint