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Article: A hybrid approach for simulating human motion in constrained environments

TitleA hybrid approach for simulating human motion in constrained environments
Authors
KeywordsMotion synthesis
Motion capture and retargeting
Path planning
Issue Date2010
Citation
Computer Animation and Virtual Worlds, 2010, v. 21, n. 3-4, p. 137-149 How to Cite?
AbstractWe present a new algorithm to generate plausible motions for high-DOF human-like articulated figures in constrained environments with multiple obstacles. Our approach is general and makes no assumptions about the articulated model or the environment. The algorithm combines hierarchical model decomposition with sample-based planning to efficiently compute a collision-free path in tight spaces. Furthermore, we use path perturbation and replanning techniques to satisfy the kinematic and dynamic constraints on the motion. In order to generate realistic human-like motion, we present a new motion blending algorithm that refines the path computed by the planner with motion capture data to compute a smooth and plausible trajectory. We demonstrate the results of generating motion corresponding to placing or lifting object, walking, and bending for a 38-DOF articulated model. © 2010 JohnWiley & Sons, Ltd.
Persistent Identifierhttp://hdl.handle.net/10722/206241
ISSN
2023 Impact Factor: 0.9
2023 SCImago Journal Rankings: 0.403
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorPan, Jia-
dc.contributor.authorZhang, Liangjun-
dc.contributor.authorLin, Ming-
dc.contributor.authorManocha, Dinesh-
dc.date.accessioned2014-10-22T01:25:30Z-
dc.date.available2014-10-22T01:25:30Z-
dc.date.issued2010-
dc.identifier.citationComputer Animation and Virtual Worlds, 2010, v. 21, n. 3-4, p. 137-149-
dc.identifier.issn1546-4261-
dc.identifier.urihttp://hdl.handle.net/10722/206241-
dc.description.abstractWe present a new algorithm to generate plausible motions for high-DOF human-like articulated figures in constrained environments with multiple obstacles. Our approach is general and makes no assumptions about the articulated model or the environment. The algorithm combines hierarchical model decomposition with sample-based planning to efficiently compute a collision-free path in tight spaces. Furthermore, we use path perturbation and replanning techniques to satisfy the kinematic and dynamic constraints on the motion. In order to generate realistic human-like motion, we present a new motion blending algorithm that refines the path computed by the planner with motion capture data to compute a smooth and plausible trajectory. We demonstrate the results of generating motion corresponding to placing or lifting object, walking, and bending for a 38-DOF articulated model. © 2010 JohnWiley & Sons, Ltd.-
dc.languageeng-
dc.relation.ispartofComputer Animation and Virtual Worlds-
dc.subjectMotion synthesis-
dc.subjectMotion capture and retargeting-
dc.subjectPath planning-
dc.titleA hybrid approach for simulating human motion in constrained environments-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1002/cav.365-
dc.identifier.scopuseid_2-s2.0-77955453685-
dc.identifier.volume21-
dc.identifier.issue3-4-
dc.identifier.spage137-
dc.identifier.epage149-
dc.identifier.eissn1546-427X-
dc.identifier.isiWOS:000280135400002-
dc.identifier.issnl1546-4261-

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