Dynamic balancing and walking for real-time 3D characters

Ben Kenwright, Richard Davison, Graham Morgan

Research output: Chapter in Book/Report/Conference proceedingConference contribution

13 Citations (Scopus)

Abstract

This paper describes the real-time modeling of 3D skeletal motion with balancing properties. Our goal is to mimic human responsiveness when external forces are applied to the model. To achieve this we use an inverted pendulum as a basis for achieving a self-balancing model. We demonstrate responsiveness in stepping and posture control via a simplified biped skeletal model using our technique.

Original languageEnglish
Title of host publicationMotion in Games
Subtitle of host publicationMIG 2011
PublisherSpringer
Pages63-73
Number of pages11
ISBN (Electronic)9783642250903
ISBN (Print)9783642250897
DOIs
Publication statusPublished - 2011
Event4th International Conference on Motion in Games 2011 - Edinburgh, United Kingdom
Duration: 13 Nov 201115 Nov 2011

Publication series

NameLecture Notes in Computer Science
Volume7060
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference4th International Conference on Motion in Games 2011
Abbreviated titleMIG 2011
CountryUnited Kingdom
CityEdinburgh
Period13/11/1115/11/11

Keywords

  • 3D Characters
  • Balancing
  • Inverted Pendulum
  • Physics-Based Simulation
  • Steering
  • Virtual Pivot Point

ASJC Scopus subject areas

  • Theoretical Computer Science
  • Computer Science(all)

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  • Cite this

    Kenwright, B., Davison, R., & Morgan, G. (2011). Dynamic balancing and walking for real-time 3D characters. In Motion in Games: MIG 2011 (pp. 63-73). (Lecture Notes in Computer Science; Vol. 7060). Springer. https://doi.org/10.1007/978-3-642-25090-3_6