Human motion control with physically plausible foot contact models
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Kim, Jongmin | - |
dc.contributor.author | Park, Hwangpil | - |
dc.contributor.author | Lee, Jehee | - |
dc.contributor.author | Kwon, Taesoo | - |
dc.date.accessioned | 2022-07-15T22:30:29Z | - |
dc.date.available | 2022-07-15T22:30:29Z | - |
dc.date.created | 2021-05-12 | - |
dc.date.issued | 2015-06 | - |
dc.identifier.issn | 0178-2789 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/157065 | - |
dc.description.abstract | The foot-to-ground contact model plays an important role in the simulation of highly dynamic motions, such as turns and kicks. In this paper, we propose a method for solving dynamically cumbersome slipping contact problems, which are frequently observed in highly dynamic motions. We employ and modify a combination of two different types of cones representing the inequality constraints of a contact model: the friction cone and the velocity cone. The friction cone makes character animation physically plausible while the velocity cone allows a character to perform a sharp turn without foot-to-ground penetration. Our system effectively simulates human behavior using an inverted pendulum on a cart (IPC) model and motion capture data. In the preprocessing step, we analyze motion capture data to extract meaningful information for the IPC model. At run-time, our system produces a physically simulated character by tracking the desired motion that is predicted by the IPC model. We formulate human motion control as a quadratic programming satisfying the proposed foot-to-ground contact constraints. Our examples show that the proposed system can produce physically plausible character animation without noticeable foot-to-ground contact artifacts. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | SPRINGER | - |
dc.title | Human motion control with physically plausible foot contact models | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Kwon, Taesoo | - |
dc.identifier.doi | 10.1007/s00371-015-1097-8 | - |
dc.identifier.scopusid | 2-s2.0-84930765370 | - |
dc.identifier.wosid | 000357487500014 | - |
dc.identifier.bibliographicCitation | VISUAL COMPUTER, v.31, no.6-8, pp.883 - 891 | - |
dc.relation.isPartOf | VISUAL COMPUTER | - |
dc.citation.title | VISUAL COMPUTER | - |
dc.citation.volume | 31 | - |
dc.citation.number | 6-8 | - |
dc.citation.startPage | 883 | - |
dc.citation.endPage | 891 | - |
dc.type.rims | ART | - |
dc.type.docType | Article; Proceedings Paper | - |
dc.description.journalClass | 1 | - |
dc.description.isOpenAccess | N | - |
dc.description.journalRegisteredClass | scie | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Computer Science | - |
dc.relation.journalWebOfScienceCategory | Computer Science, Software Engineering | - |
dc.subject.keywordPlus | INTERACTIVE SIMULATION | - |
dc.subject.keywordAuthor | Physics-based simulation | - |
dc.subject.keywordAuthor | Character animation | - |
dc.subject.keywordAuthor | Data-driven animation | - |
dc.identifier.url | https://link.springer.com/article/10.1007/s00371-015-1097-8 | - |
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