ACM Home Page
Please provide us with feedback. Feedback
Planning biped locomotion using motion capture data and probabilistic roadmaps
Full text PdfPdf (307 KB)
Source ACM Transactions on Graphics (TOG) archive
Volume 22 ,  Issue 2  (April 2003) table of contents
Pages: 182 - 203  
Year of Publication: 2003
ISSN:0730-0301
Authors
Min Gyu Choi  Korea Advanced Institute of Science and Technology, Taejon, Korea
Jehee Lee  Seoul National University, Seoul, Korea
Sung Yong Shin  Korea Advanced Institute of Science and Technology, Taejon, Korea
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 28,   Downloads (12 Months): 138,   Citation Count: 21
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/636886.636889
What is a DOI?

ABSTRACT

Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal positions in a virtual environment, our scheme gives a sequence of motions to move from the start to the goal using a set of live-captured motion clips. Based on a novel combination of probabilistic path planning and hierarchical displacement mapping, our scheme consists of three parts: roadmap construction, roadmap search, and motion generation. We randomly sample a set of valid footholds of the biped figure from the environment to construct a directed graph, called a roadmap, that guides the locomotion of the figure. Every edge of the roadmap is associated with a live-captured motion clip. Augmenting the roadmap with a posture transition graph, we traverse it to obtain the sequence of input motion clips and that of target footprints. We finally adapt the motion sequence to the constraints specified by the footprint sequence to generate a desired locomotion.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

1
 
2
Badler, N. I., Bindiganavale, R., Granieri, J. P., Wei, S., and Zhao, X. 1994. Posture interpolation with collision avoidance. In Proceedings of the Conference on Computer Animation '94. 13--20.
 
3
Bandi, S. and Thalmann, D. 1998. Space discretization for efficient human navigation. Comput. Graph. Forum 17, 3, 195--206.
 
4
 
5
 
6
 
7
Bowden, R. 2000. Learning statistical models of human motion. In Proceedings of the IEEE Workshop on Human Modeling, Analysis and Synthesis, CVPR2000.
 
8
Brand, M. and Hertzmann, A. 2000. Style machines. Comput. Graph. 34, 183--192.
9
 
10
Bruderlin, A. and Williams, L. 1995. Motion signal processing. Comput. Graph. 29, 97--104.
 
11
12
 
13
Dijkstra, E. W. 1959. A note on two problems in connection with graphs. Numerische Mathematik 1, 269--271.
 
14
Gleicher, M. 1998. Retargetting motion to new characters. Comput. Graph. 32, 33--42.
15
 
16
Gottschalk, S., Lin, M. C., and Manocha, D. 1996. OBBtree: A hierarchical structure for rapid interference detection. Comput. Graph. 30, 171--180.
 
17
Hodgins, J. K. and Pollard, N. S. 1997. Adapting simulated behaviors for new characters. Comput. Graph. 31, 153--162.
 
18
Hodgins, J. K., Wooten, W. L., Brogan, D. C., and O'Brien, J. F. 1995. Animating human athletics. Comput. Graph. 29, 75--78.
19
 
20
Kalisiak, M. and van de Panne, M. 2000. A grasp-based motion planning algorithm for character animation. In Proceedings of CAS '2000---Eurographics Workshop on Simulation and Animation. 43--58.
 
21
Kavraki, L., Kolountzakis, M., and Latombe, J.-C. 1996a. Analysis of probabilistic roadmaps for path planning. In Proceedings of the IEEE International Conference on Robotics and Automation. 3020--3025.
 
22
Kavraki, L., Svestka, P., Latombe, J.-C., and Overmars, M. H. 1996b. Probabilistic roadmaps for path planning in high dimensional configuration space. IEEE Trans. Robotics and Automation 12, 4, 566--580.
 
23
Kavraki, L. and Latombe, J.-C. 1994. Randomized preprocessing of configuration space for fast path planning. In Proceedings of the IEEE International Conference on Robotics and Automation. 2138--2145.
24
 
25
Kindel, R., Hsu, D., Latombe, J.-C., and Rock, S. 2000. Kinodynamic motion planning amidst moving obstacles. In Proceedings of the IEEE International Conference on Robotics and Automation. 537--543.
 
26
Ko, H. and Badler, N. I. 1996. Animating human locomotion with inverse dynamics. IEEE Comput. Graph. Appl. 16, 2, 50--29.
 
27
Ko, H. and Cremer, J. 1995. VRLOCO: Real-time human locomotion from positional input streams. Presence: Teleoperations and Virtual Environments 5, 4, 1--15.
 
28
Koga, Y., Kondo, K., Kuffner, J., and Latombe, J.-C. 1994. Planning motions with intentions. Comput. Graph. 28, 395--408.
 
29
Korein, J. U. and Badler, N. I. 1982. Techniques for generating the goal-directed motion of articulated structures. IEEE Comput. Graph. Automation 2, 9, 71--81.
30
 
31
 
32
 
33
Laszlo, J., van de Panne, M., and Fiume, E. 1996. Limit cycle control and its application to the animation of balancing and walking. Comput. Graph. 30, 155--162.
 
34
35
 
36
Lee, J. and Shin, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. Comput. Graph. 33, 395--408.
 
37
 
38
39
 
40
Lin, M. C. and Manocha, D. 1995. Fast interference detection between geometric models. Vis. Comput. 11, 10, 542--561.
 
41
Marti, J. and Bunn, C. 1994. Automated path planning for simulation. In Proceedings of the Conference on AI, Simulation and Planning, AIS94.
42
 
43
 
44
Multon, F., France, L., Cani, M.-P., and Debunne, G. 1999. Computer animation of human walking: a survey. J. Vis. Comput. Animation 10, 3, 39--54.
 
45
Noser, H., Pandzic, I. S., Capin, T. K., Thalmann, N. M., and Thalmann, D. 1996. Playing games through the virtual life network. In Proceedings of the Conference on Alife '96.
 
46
Noser, H., Renault, O., Thalmann, D., and Thalmann, N. M. 1995. Navigation for digital actors based on synthetic vision, memory, and learning. Comput. Graph. 19, 1, 7--19.
 
47
 
48
49
50
 
51
Reich, B. D., Ko, H., Becket, W., and Badler, N. I. 1994. Terrain reasoning for human locomotion. In Proceedings of the Conference on Computer Animation '94. 77--82.
52
 
53
 
54
Rose, C., Guenter, B., Bodenheimer, B., and Cohen, M. F. 1996. Efficient generation of motion transitions using spacetime constraints. Comput. Graph. 30, 147--154.
 
55
56
 
57
Sun, H. C. and Metaxas, D. N. 2001. Automating gait generation. Comput. Graph. 35, 261--269.
 
58
Svestka, P. and Overmars, M. H. 1998. Coordinated path planning for multiple robots. Robotics and Autonomous Systems 23, 4, 125--152.
 
59
Torkos, N. and van de Panne, M. 1998. Footprint-based quadruped motion synthesis. In Proceedings of Graphics Interface '98. 151--160.
 
60
Tu, X. and Terzopoulos, D. 1994. Artificial fishes: Physics, locomotion, perception, behavior. Comput. Graph. 28, 43--50.
 
61
Unuma, M., Anjyo, K., and Takeuchi, R. 1995. Fourier principles for emotion-based human figure animation. Comput. Graph. 29, 91--96.
 
62
van de Panne, M. 1997. From footprints to animation. Comput. Graph. Forum 16, 4, 211--223.
 
63
Witkin, A. and Popović, Z. 1995. Motion warping. Comput. Graph. 29, 105--108.

CITED BY  21

Collaborative Colleagues:
Min Gyu Choi: colleagues
Jehee Lee: colleagues
Sung Yong Shin: colleagues