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