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Pushing people around

Published: 29 July 2005 Publication History

Abstract

We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is pushed, we synthesize new motions by picking a motion from the recorded collection and modifying it so that the character responds to the push from the desired direction and location on its body. Determining the deformation parameters that realistically modify a recorded response motion is difficult. Choosing the response motion that will look best when modified is also non-trivial, especially in real-time. To estimate the envelope of deformation parameters that yield visually plausible modifications of a given motion, and to find the best motion to modify, we introduce an oracle. The oracle is trained using a set of synthesized response motions that are identified by a user as good and bad. Once trained, the oracle can, in real-time, estimate the visual quality of all motions in the collection and required deformation parameters to serve a desired push.Our method performs better than a baseline algorithm of picking the closest response motion in configuration space, because our method can find visually plausible transitions that do not necessarily correspond to similar motions in terms of configuration. Our method can also start with a limited set of recorded motions and modify them so that they can be used to serve different pushes on the upper body.

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cover image ACM Conferences
SCA '05: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
July 2005
366 pages
ISBN:1595931988
DOI:10.1145/1073368
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 29 July 2005

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SCA05
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SCA05: Symposium on Computer Animation
July 29 - 31, 2005
California, Los Angeles

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  • (2024)Human Motion Prediction Under Unexpected Perturbation2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)10.1109/CVPR52733.2024.00149(1501-1511)Online publication date: 16-Jun-2024
  • (2024)Lightweight Physics-Based Character for Generating Sensible Postures in Dynamic EnvironmentsIEEE Access10.1109/ACCESS.2024.341722012(89660-89678)Online publication date: 2024
  • (2024)Interacting with a Fully Simulated Self-Balancing Bipedal Character in Augmented and Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_220(970-977)Online publication date: 5-Jan-2024
  • (2023)DROP: Dynamics Responses from Human Motion Prior and Projective DynamicsSIGGRAPH Asia 2023 Conference Papers10.1145/3610548.3618175(1-11)Online publication date: 10-Dec-2023
  • (2023)Human-Informed Robot Agility: Understanding Human Pushing Interactions for Skill Transfer to Humanoids2023 IEEE-RAS 22nd International Conference on Humanoid Robots (Humanoids)10.1109/Humanoids57100.2023.10375185(1-8)Online publication date: 12-Dec-2023
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