Real-Time Reactive Biped Characters: Staying Upright and Balanced

Ben Kenwright*

*Corresponding author for this work

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

Abstract

In this paper, we present a real-time technique of generating reactive balancing biped character motions for used in time critical systems, such as games. Our method uses a low-dimensional physics-based model to provide key information, such as foot placement and postural location, to control the movement of a fully articulated virtual skeleton. Furthermore, our technique uses numerous approximation techniques, such as comfort reasoning and foot support area, to mimic real-world humans in real-time that can respond to disturbances, such as pushes or pulls. We demonstrate the straightforwardness and robustness of our technique by means of a numerous of simulation examples.

Original languageEnglish
Title of host publicationTransactions on Computational Science XVIII
EditorsMarina L. Gavrilova, C. J. Kenneth Tan, Arjan Kuijper
PublisherSpringer
Pages155-171
Number of pages17
ISBN (Electronic)9783642388033
ISBN (Print)9783642388026
DOIs
Publication statusPublished - 2013

Publication series

NameLecture Notes in Computer Science
Volume7848
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Keywords

  • animation
  • balancing
  • biped
  • foot placement
  • in-verted pendulum
  • inverse kinematics
  • reactive
  • Real-time
  • stepping

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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