Responsive biped character stepping: When push comes to shove

Ben Kenwright*

*Corresponding author for this work

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

7 Citations (Scopus)

Abstract

In this paper, we propose a real-time approximation method for generating intelligent foot placement information for interactive biped characters. Our model uses an uncomplicated and efficient physics-based mechanism for generating fundamental pose information that can be used to construct the motions of a fully articulated dynamic character. The focus of this paper is a foot placement approximation method capable of producing balancing characters with dynamic characteristics. Furthermore, our model is straightforward to implement, computationally efficient, practical and robust, and ideal for time critical applications such as games.

Original languageEnglish
Title of host publication2012 International Conference on Cyberworlds
PublisherIEEE
Pages151-156
Number of pages6
ISBN (Print)9781467327367
DOIs
Publication statusPublished - 25 Oct 2012
Event2012 International Conference on Cyberworlds - Darmstadt, Germany
Duration: 25 Sept 201227 Sept 2012

Conference

Conference2012 International Conference on Cyberworlds
Abbreviated titleCyberworlds 2012
Country/TerritoryGermany
CityDarmstadt
Period25/09/1227/09/12

Keywords

  • balancing
  • character animation
  • foot placement
  • inverse kinematics
  • inverted pendulum
  • real-time
  • responsive

ASJC Scopus subject areas

  • Computer Networks and Communications

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