Dominik Borer, Martin Guay, and Robert W. Sumner
The vision of fully simulating characters and their environments has the
potential to offer rich interactions between characters and objects in
the virtual world. However, this introduces a challenging problem similar
to controlling robotic figures: computing the necessary torques to
perform a given task. In this paper, we address the problem of
transferring hand-crafted kinematic motions to a fully simulated figure,
by computing open-loop controls necessary to reproduce the target motion.
One key ingredient to successful control is the mechanical feasibility of
the target motion. While several methods have been successful at
replicating human captured motion, there has not yet been a method
capable of handling the case of artist-authored key-framed movements that
can violate the laws of physics or go beyond the mechanical limits of the
character. Due to the curse of dimensionality, sampling-based
optimization methods typically restrict the search to a narrow band which
limits exploration of feasible motions—resulting in a failure to
reproduce the desired motion when a large deviation is required. In this
paper, we solve this problem by combining a window-based breakdown of the
controls on the temporal dimension, together with a global wide search
strategy that keeps locally sub-optimal samples throughout the
optimization.
CCS Concepts: Computing methodologies --> Physical simulation;
Optimization algorithms
Multimedia:
keystosim.mp4
keystosim_supplementary.mp4
keystosim_supplementary.pdf
full paper
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