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Displaying 1-6 out of 6 total
Feature-based locomotion controllers
Found in: ACM Transactions on Graphics (TOG)
By Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa
Issue Date:July 2010
pp. 1-10
This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as center-of-mass, angular momentum, and end-effectors. Objective terms are used to control each feature, and are combined by a prioriti...
     
Robust physics-based locomotion using low-dimensional planning
Found in: ACM Transactions on Graphics (TOG)
By Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa, Aaron Hertzmann, Igor Mordatch, Martin de Lasa
Issue Date:July 2010
pp. 1-10
This paper presents a physics-based locomotion controller based on online planning. At each time-step, a planner optimizes locomotion over multiple phases of gait. Stance dynamics are modeled using a simplified Spring-Load Inverted (SLIP) model, while flig...
     
Geodesic Binding for Degenerate Character Geometry Using Sparse Voxelization
Found in: IEEE Transactions on Visualization and Computer Graphics
By Olivier Dionne,Martin De Lasa
Issue Date:May 2014
pp. 1
We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend or dual quaternion skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-wa...
 
Geodesic voxel binding for production character meshes
Found in: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '13)
By Martin de Lasa, Olivier Dionne
Issue Date:July 2013
pp. 173-180
We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-watertight, have inte...
     
Feature-based locomotion controllers
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Aaron Hertzmann, Igor Mordatch, Martin de Lasa
Issue Date:July 2010
pp. 10-18
This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as center-of-mass, angular momentum, and end-effectors. Objective terms are used to control each feature, and are combined by a prioriti...
     
Robust physics-based locomotion using low-dimensional planning
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Aaron Hertzmann, Igor Mordatch, Martin de Lasa
Issue Date:July 2010
pp. 10-18
This paper presents a physics-based locomotion controller based on online planning. At each time-step, a planner optimizes locomotion over multiple phases of gait. Stance dynamics are modeled using a simplified Spring-Load Inverted (SLIP) model, while flig...
     
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