This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Trajectory Optimization for Full-Body Movements with Complex Contacts
Aug. 2013 (vol. 19 no. 8)
pp. 1405-1414
M. Al Borno, Dept. of Comput. Sci., Univ. of Toronto, Toronto, ON, Canada
M. de Lasa, Autodesk Canada, Toronto, ON, Canada
A. Hertzmann, Dept. of Comput. Sci., Univ. of Toronto, Toronto, ON, Canada
This paper presents the first method for full-body trajectory optimization of physics-based human motion that does not rely on motion capture, specified key-poses, or periodic motion. Optimization is performed using a small set of simple goals, for example, one hand should be on the ground, or the center-of-mass should be above a particular height. These objectives are applied to short spacetime windows which can be composed to express goals over an entire animation. Specific contact locations needed to achieve objectives are not required by our method. We show that the method can synthesize many different kinds of movement, including walking, hand walking, breakdancing, flips, and crawling. Most of these movements have never been previously synthesized by physics-based methods.
Index Terms:
Optimization,Trajectory,Legged locomotion,Joints,Linear programming,Animation,Humans,motion control,Physics-based animation,character animation
Citation:
M. Al Borno, M. de Lasa, A. Hertzmann, "Trajectory Optimization for Full-Body Movements with Complex Contacts," IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 8, pp. 1405-1414, Aug. 2013, doi:10.1109/TVCG.2012.325
Usage of this product signifies your acceptance of the Terms of Use.