We present a technique for automatically synthesizing walking and running controllers for physically-simulated 3D humanoid characters. The sagittal hip, knee, and ankle degrees-of...
Jack M. Wang, Samuel R. Hamner, Scott L. Delp, Vla...
Abstract— Human can efficiently grasp and dextrously manipulate various objects using their fingers cooperatively. When they attain proficiency in the rotating manipulation of...
Yuichi Kurita, Kazuyuki Nagata, Jun Ueda, Yoshio M...
This paper introduces an approach to control of physics-based characters based on high-level features of movement, such as centerof-mass, angular momentum, and end-effectors. Obje...
This paper presents a method to retarget the motion of a character to another in real-time. The technique is based on inverse rate control, which computes the changes in joint ang...
Subdivision surfaces solve numerous problems related to the geometry of character and animation models. However, unlike on parametrised surfaces there is no natural choice of text...