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A Grasp-based Motion Planning Algorithm for Character Animation Maciej Kalisiak and Michiel van de Panne Department of Computer Science, University of Toronto Presented By: Kevin Hufford
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Movie [Insert Movie] [Insert Movie] [character climbing through tight passage] [character climbing through tight passage]
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Unstructured Env. Navigation Multiple Constraints Multiple Constraints Environment, kinematic, balance, posture Need For Two Decision Types Need For Two Decision Types Discrete Contact: what handholds to use; step on or over obstacles Contact: what handholds to use; step on or over obstacles Continuous Other decisions once contact points are chosen Other decisions once contact points are chosen
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Motion Planner Overview
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Grasp Point Types Only hands and feet can grasp Only hands and feet can grasp Load-bearing (footholds) Pendent (handholds) Hybrid (either)
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Randomized Path Planning (RPP)/Gradient-Descent Gradient Descent Step Gradient Descent Step Configuration change to bring character closer to goal configuration (q target ). Distance-to-goal Metric (C-space potential) Distance-to-goal Metric (C-space potential) P(q) is shortest free-space path (This paper: one control point at COM) Occupancy map of environment distance map Evaluate P(q+ q) for stochastic choices of q Choose q that provides largest collision-free decrease in P
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Avoiding Local Minima: Random Walk Random Walk (Brownian Motion) Random Walk (Brownian Motion) At each coordinate j: 1/3
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Backtracking (Deep Local Minima) Backtracking (Deep Local Minima) Randomly pick new configuration with whole solution as domain Avoiding Local Minima: Backtracking
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Additional Features Locomotion Preferences Locomotion Preferences Smoothing Smoothing Linear interpolation for parts of trajectory with same grasp
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Limitations/Future Work Only 2-D so far Only 2-D so far Occasional unstable or gravity-defying postures Occasional unstable or gravity-defying postures Machine learning methods could be applied Machine learning methods could be applied
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