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A Grasp-Based Motion Planning Algorithm for Character Animation M. Kalisiak, M. van de Panne Eurographics Workshop on Computer Animation & Simulation 2000
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Our Goals Human character animation Complex environment Physical correctness Aesthetic constraints
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Solution
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Outline A precursory planner The gradient descent method Escaping local minima The complete planner Grasp points Posture heuristics Trajectory smoothing Locomotion modes Results and Future Work
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The Gradient Descent Method P(q) = shortest distance to goal P(q) cannot be easily computed For each configuration q : sample a neighborhood of q select sample that results in largest drop of P(q) q goal q init
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The Gradient Descent Method P(q) = shortest distance to goal P(q) cannot be easily computed For each configuration q : sample a neighborhood of q select sample that results in largest drop of P(q) q goal q init
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The Gradient Descent Method P(q) = shortest distance to goal P(q) cannot be easily computed For each configuration q : sample a neighborhood of q select sample that results in largest drop of P(q) q goal q init
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The Gradient Descent Method P(q) = shortest distance to goal P(q) cannot be easily computed For each configuration q : sample a neighborhood of q select sample that results in largest drop of P(q) q goal q init
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Escaping Local Minima Gradient descent method stops at any minimum Solution #1: Random walks Apply Brownian motion for a given duration Solution #2: Backtracking Restart planner at an earlier point q in solution trajectory Sample a neighborhood of q Select any sample as the next configuration
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Escaping Local Minima - Example
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Limitations No knowledge of human postures No physical correctness
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Outline A precursory planner The gradient descent method Random walks and backtracking The complete planner Grasp points Posture heuristics Trajectory smoothing Locomotion modes Results and Future Work
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Grasp Points Represent potential contacts with surrounding obstacles Reduce number of ways a character can interact with the environment
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The Walking Cycle a) Starting posture b) After a few gradient descent steps c) Next grasp point reached with inverse kinematics d) Grasp switched to other leg
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Posture Heuristics Problem: Motion does not look natural Solution: Each posture is rated by a set of heuristics Each posture is iteratively corrected, until it rates well
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Discomfort function D(q) = global rate given to posture q by the set of heuristics Use gradient descent method to minimize D(q): Sample a neighborhood of q Select sample that results in largest drop of D(q) Posture Correction
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Body Trajectory Smoothing Cull unwanted motion segments (noise) Achieve natural fluid motion Smoothing Algorithm: Try to replace path with linear interpolation If collision, subdivide path. Then, repeat the process for each resulting sub-path Use inverse kinematics to preserve grasp points
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Limb Trajectory Smoothing Limbs that are not involved in grasping exhibit unnecessary movement Use separate linear interpolation for each of these limbs
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Locomotion modes Walking CrawlingSwinging Climbing
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Finite State Machine Prevents haphazard motion States dictates which heuristics can be used Edges represent state transitions Edges carry a set of preconditions and effects
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Complete System Gradient descent method determines overall trajectory New grasp points are chosen when reachable Current state dictates which heuristics can be used Posture is corrected with heuristics Trajectory is smoothed for better realism
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Outline A precursory planner The gradient descent method Random walks and backtracking The complete planner Posture heuristics Trajectory smoothing Locomotion modes Results and Future Work
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Results
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Future work Three dimensions Grasp surfaces Arbitrary skeletons Motion speed control Complex grasping Machine learning Keyframe timing relaxation
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