168 research outputs found

    Motion constraint

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    In this paper, we propose a hybrid postural control approach taking advantage of data-driven and goal-oriented methods while overcoming their limitations. In particular, we take advantage of the latent space characterizing a given motion database. We introduce a motion constraint operating in the latent space to benefit from its much smaller dimension compared to the joint space. This allows its transparent integration into a Prioritized Inverse Kinematics framework. If its priority is high the constraint may restrict the solution to lie within the motion database space. We are more interested in the alternate case of an intermediate priority level that channels the postural control through a spatiotemporal pattern representative of the motion database while achieving a broader range of goals. We illustrate this concept with a sparse database of large range full-body reach motion

    Collision detection algorithm

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    International audienceFor many years, collision detection has been of major interest in robotics and computer graphics. Numerous approaches have been investigated to detect interfering objects in applications such as robot task planning, computational biology, games, surgery simulation, and cloth simulation. The central physical concept is spatial exclusion, i.e. the fact that two physical objects cannot occupy the same spatial location. In the context of virtual computer-simulated objects, the spatial exclusion principle must be implemented through specific algorithms

    Relaxed Steering towards Oriented Region Goals

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    This paper extends the funnelling behavior to offer a low-cost flexible guidance of mobile entities towards a circular region goal with the guarantee of enforcing an orientation within a predefined tolerance interval. The key requirements are the same as the tunnelling control, i.e. a low and constant cost update of the control even when the goal parameters change (distance and relative orientation of the goal, position tolerance radius, orientation tolerance interval, desired speed). The smoothness and the optimality of the resulting trajectory being of high importance the paper qualitatively compares the trajectories produced by both tunnelling algorithms. The new relaxed approach appears to produce smoother and shorter path for path made of a succession of large region goals. These qualities and its low cost advocate for its exploitation for moving through large dynamically changing regions without precise a priori planning

    Robust on-line adaptive footplant detection and enforcement for locomotion

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    A common problem in virtual character computer animation concerns the preservation of the basic foot-floor constraint (or footplant), consisting in detecting it before enforcing it. This paper describes a system capable of generating motion while continuously preserving the footplants for a real-time, dynamically evolving context. This system introduces a constraint detection method that improves classical techniques by adaptively selecting threshold values according to motion type and quality. The footplants are then enforced using a numerical inverse kinematics solver. As opposed to previous approaches, we define the footplant by attaching to it two effectors whose position at the beginning of the constraint can be modified, in order to place the foot on the ground, for example. However, the corrected posture at the constraint beginning is needed before it starts to ensure smoothness between the unconstrained and constrained states. We, therefore, present a new approach based on motion anticipation, which computes animation postures in advance, according to time-evolving motion parameters, such as locomotion speed and type. We illustrate our on-line approach with continuously modified locomotion patterns, and demonstrate its ability to correct motion artifacts, such as foot sliding, to change the constraint position and to modify from a straight to a curved walk motio

    Dynamic obstacle avoidance for real-time character animation

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    This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacles (e.g. a puddle of water) can be created and placed in front of a character. The method first decides whether the character is able to get around or jump over the obstacle. Then the motion parameters are accordingly modified. The transition from locomotion to jump is performed with an improved motion blending technique. While traditional blending approaches let the user choose the transition time and duration manually, our approach automatically controls transitions between motion patterns whose parameters are not known in advance. In addition, according to the animation context, blending operations are executed during a precise period of time to preserve specific physical properties. This ensures coherent movements over the parameter space of the original input motions. The initial locomotion type and speed are smoothly varied with respect to the required jump type and length. This variation is carefully computed in order to place the take-off foot as close to the created obstacle as possibl

    On scaling strategies for the full-body postural control of virtual mannequins

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    Due to its intrinsic complexity, full-body postural input has been mostly limited to off-line motion capture and to on-line puppetry of a virtual character with little interaction with its environment (e.g. floor). The motion capture technology is now mature enough to envision the on-line full-body postural control of virtual mannequins involved in precise reaching tasks. We have investigated such tasks for mannequins of differing body heights in comparison to that of the system user. Such broad-range avatar control is relevant for virtual prototyping in various industrial sectors as a single person is responsible for evaluating a virtual prototype for a full range of potential end-users. In the present paper we report on two scaling strategies that can be enforced in such a context of height-differing avatar control. Both scaling strategies have been evaluated in a wide-range reach study both in front of a stationary immersive display and with an HMD. A comparison is also made with a baseline scenario, which exploits a simple rigid shape (i.e. a proxy), to assess the specific influence of controlling a complex articulated avata

    Real-Time Joint Coupling of the Spine for Inverse Kinematics

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    In this paper we propose a simple model for the coupling behavior of the human spine for an inverse kinematics framework. Our spine model exhibits anatomically correct motions of the vertebrae of virtual mannequins by coupling standard swing and revolute joint models. The adjustement of the joints is made with several simple (in)equality constraints, resulting in a reduction of the solution space dimensionality for the inverse kinematics solver. By reducing the solution space dimensionality to feasible spine shapes, we prevent the inverse kinematics algorithm from providing infeasible postures for the spine.In this paper, we exploit how to apply these simple constraints to the human spine by a strict decoupling of the swing and torsion motion of the vertebrae. We demonstrate the validity of our approach on various experiments

    On the Computation and Control of the Mass Center of Articulated Chains

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    The control of the center of mass of a robot is a relevant problem in case of biped walking machines. Besides, studying the motion and the stabilization of the center of mass of a human is an important research topic in the area of biomechanics. Finally, the two areas are involved when we want to synthesize certain classes of realistic motions in computer animation. In this paper, we address some of the modelling and control problems which arise when considering the CoM of an articulated chain. In a first part, we show that the position of the CoM of a general tree-structure kinematic chain can always be represented by the end-point position of an equivalent serial open kinematic chain, the geometric parameters of which depend on the mass properties of the original structure. We then use this result in a second part, in which we describe a way of specifying tasks involving the motion of the CoM. We also propose in the paper a general approach of the associated control problem and of its implementation and give an example of application to computer animation

    Interface

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    International audienceGenerally speaking, an interface is the point, area or surface in which converge two or more distinct entities. Therefore, the term interface can be used to denote any mean that realizes the interconnection of two entities
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