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Animating human lower limbs using contact-invariant optimization

Published: 01 November 2013 Publication History

Abstract

We present a trajectory optimization approach to animating human activities that are driven by the lower body. Our approach is based on contact-invariant optimization. We develop a simplified and generalized formulation of contact-invariant optimization that enables continuous optimization over contact timings. This formulation is applied to a fully physical humanoid model whose lower limbs are actuated by musculotendon units. Our approach does not rely on prior motion data or on task-specific controllers. Motion is synthesized from first principles, given only a detailed physical model of the body and spacetime constraints. We demonstrate the approach on a variety of activities, such as walking, running, jumping, and kicking. Our approach produces walking motions that quantitatively match ground-truth data, and predicts aspects of human gait initiation, incline walking, and locomotion in reduced gravity.

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    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 32, Issue 6
    November 2013
    671 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2508363
    Issue’s Table of Contents
    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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    Publication History

    Published: 01 November 2013
    Published in TOG Volume 32, Issue 6

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    Author Tags

    1. human motion
    2. human simulation
    3. optimization

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