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Automated human motion in constrained environments

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Title: Automated human motion in constrained environments


1
Automated human motion in constrained environments
  • Maciej Kalisiak
  • mac_at_dgp.toronto.edu

2
Introduction
  • human character animation
  • constrained environments
  • kinematic method
  • currently 2D, extendible
  • sample solution

3
Path Planning
  • piano movers problem
  • given start and goal configurations
  • find connecting path

4
Application to Human Motion
5
Approach
  • starting point RPP
  • additions
  • moving while in contact with environment
  • notion of comfort
  • knowledge of human gaits

6
Understanding RPP
  • Randomized Path Planning
  • a path planning algorithm

7
Simplest Planner
  • characters state q
  • repeated perturbations,i.e., Brownian motion
  • repeat until goal reached

8
Building a Potential Field
  • discretize into grid
  • potential Manhattan distance to goal
  • flood-fill

9
Gradient Descent
  • character ? point mass
  • sample qs neighbourhood
  • pick sample with largest drop in potential
  • iterate until goal reached
  • not feasible analytically

10
Local Minima
  • gradient descent stops at any minimum
  • use random walks to escape
  • Brownian motion of predetermined duration
  • use backtracking if minimum too deep
  • revert to a previous point in solution,followed
    by a random walk

11
Deep Minimum Example
12
Smoothing
  • solution embodies complete history of search
    process
  • also very noisy
  • a trajectory filter post-process is applied
  • removes extraneous motion segments
  • makes remaining motion more fluid

13
Modifications
  • grasps and grasp invariants
  • comfort heuristic system
  • gait finite state machine
  • grasp-aware gradient descent, random walk,
    smoothing filters

14
Character Structure
  • 10 links
  • 9 joints
  • 12 DOFs
  • frequent re-rooting

15
Grasp Points
  • represent potential points of contact
  • three types
  • reduce the grasp search space
  • summarize surface characteristics

16
Grasp Invariants
  • each gait dictates
  • the number of grasps
  • the types of grasps
  • enforced by the GFSM
  • rest of planner must not alter existing grasps

17
Motion without Heuristics
18
Heuristic System
  • each heuristic measures some quality of q
  • D(q) overall discomfort, a potential field
  • getting comfy gradient descent through D(q)

19
Implemented Heuristics
20
The Gait FSM
  • states represent gaits
  • each edge has
  • geometric preconditions
  • motion recipe
  • priority
  • self-loops gait-preserving motion that changes
    grasps

21
Complete System
22
More Results
23
Future Work
  • 3D
  • quadrupeds, other characters
  • grasp surfaces
  • non-limb grasping
  • add concept of time, speed
  • use machine learning

24
FIN
http//www.dgp.toronto.edu/mac/thesis
25
Appendix
  • (extra slides)

26
Alternate gradient descent view
27
Smoothing Algorithm
28
Need for Limb Smoothing
29
Limb Smoothing Solution
30
Implemented GFSM
31
Contributions
  • human character animation algorithmfor
    constrained environments
  • grasp point discretization of environment
  • grasp constraint
  • comfort modeling using heuristics
  • gait FSM
  • adapted RPP algorithms to grasp constraint
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