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Related papers: Soft Walks: Real-Time, Two-Ways Interaction betwee…

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When we move on snow, sand, or mud, the ground deforms under our feet, immediately affecting our gait. We propose a physically based model for computing such interactions in real time, from only the kinematic motion of a virtual character.…

Graphics · Computer Science 2022-09-22 Eduardo Alvarado , Chloé Paliard , Damien Rohmer , Marie-Paule Cani

Real-time character animation in dynamic environments requires the generation of plausible upper-body movements regardless of the nature of the environment, including non-rigid obstacles such as vegetation. We propose a flexible model for…

Graphics · Computer Science 2022-09-22 Eduardo Alvarado , Damien Rohmer , Marie-Paule Cani

Computer animations often lack the subtle environmental changes that should occur due to the actions of the characters. Squealing car tires usually leave no skid marks, airplanes rarely leave jet trails in the sky, and most runners leave no…

Graphics · Computer Science 2023-02-23 Robert W. Sumner , James F. O'Brien , Jessica K. Hodgins

Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically…

Graphics · Computer Science 2025-10-28 Jose Luis Ponton , Sheldon Andrews , Carlos Andujar , Nuria Pelechano

Soft robotic snakes made of compliant materials can continuously deform their bodies and, therefore, mimic the biological snakes' flexible and agile locomotion gaits better than their rigid-bodied counterparts. Without wheel support, to…

With the increasing use of assistive robots in rehabilitation and assisted mobility of human patients, there has been a need for a deeper understanding of human-robot interactions particularly through simulations, allowing an understanding…

Robotics · Computer Science 2024-11-25 Kum Yew Loke , Sherwin Stephen Chan , Mingyuan Lei , Henry Johan , Bingran Zuo , Wei Tech Ang

We develop predictive models of pedestrian dynamics by encoding the coupled nature of multi-pedestrian interaction using game theory, and deep learning-based visual analysis to estimate person-specific behavior parameters. Building…

Computer Vision and Pattern Recognition · Computer Science 2017-03-29 Wei-Chiu Ma , De-An Huang , Namhoon Lee , Kris M. Kitani

Animating 3D characters using motion capture data requires basic expertise and manual labor. To support the creativity of animation design and make it easier for common users, we present a sketch-based interface DualMotion, with rough…

Graphics · Computer Science 2023-04-19 Yichen Peng , Chunqi Zhao , Haoran Xie , Tsukasa Fukusato , Kazunori Miyata , Takeo Igarashi

Movement is how people interact with and affect their environment. For realistic character animation, it is necessary to synthesize such interactions between virtual characters and their surroundings. Despite recent progress in character…

Graphics · Computer Science 2023-02-03 Mohamed Hassan , Yunrong Guo , Tingwu Wang , Michael Black , Sanja Fidler , Xue Bin Peng

In this work, we develop an automated method to generate 3D human walking motion in simulation which is comparable to real-world human motion. At the core, our work leverages the ability of deep reinforcement learning methods to learn…

Robotics · Computer Science 2021-03-16 Visak Kumar

The human foot serves as the critical interface between the body and environment during locomotion. Existing musculoskeletal models typically oversimplify foot-ground contact mechanics, limiting their ability to accurately simulate human…

Robotics · Computer Science 2025-08-19 Haixin Gong , Chen Zhang , Yanan Sui

Recent research has focused on incorporating media into living environments via color-controlled materials and image display. In particular, grass-based displays have drawn attention as landscape-friendly interactive interfaces. To develop…

Graphics · Computer Science 2025-08-11 Kojiro Tanaka , Keiichi Sato , Masahiko Mikawa , Makoto Fujisawa

Current studies on human locomotion focus mainly on solid ground walking conditions. In this paper, we present a biomechanic comparison of human walking locomotion on solid ground and sand. A novel dataset containing 3-dimensional motion…

Robotics · Computer Science 2024-07-02 Chunchu Zhu , Xunjie Chen , Jingang Yi

This work developed a learning framework for perceptive legged locomotion that combines visual feedback, proprioceptive information, and active gait regulation of foot-ground contacts. The perception requires only one forward-facing camera…

Robotics · Computer Science 2023-02-01 Daniel Chee Hian Tan , Jenny Zhang , Michael , Chuah , Zhibin Li

Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion…

Computer Vision and Pattern Recognition · Computer Science 2021-04-13 Mianlun Zheng , Yi Zhou , Duygu Ceylan , Jernej Barbič

Geometric mechanics provides valuable insights into how biological and robotic systems use changes in shape to move by mechanically interacting with their environment. In high-friction environments it provides that the entire interaction is…

Robotics · Computer Science 2026-01-21 Zvi Chapnik , Yizhar Or , Shai Revzen

Traditional character animation specializes in characters with a rigidly articulated skeleton and a bipedal/quadripedal morphology. This assumption simplifies many aspects for designing physically based animations, like locomotion, but…

Creating scenes for captured motions that achieve realistic human-scene interaction is crucial for 3D animation in movies or video games. As character motion is often captured in a blue-screened studio without real furniture or objects in…

Computer Vision and Pattern Recognition · Computer Science 2024-05-22 Jianan Li , Tao Huang , Qingxu Zhu , Tien-Tsin Wong

In this paper, an online adaptation algorithm for bipedal walking on uneven surfaces with height uncertainty is proposed. In order to generate walking patterns on flat terrains, the trajectories in the task space are planned to satisfy the…

Robotics · Computer Science 2017-03-31 Majid Khadiv , S. Ali. A. Moosavian , Aghil Yousefi-Koma , Hessam Maleki , Majid Sadedel

We propose a two-stage framework for motion in-betweening that combines diffusion-based motion generation with physics-based character adaptation. In Stage 1, a character-agnostic diffusion model synthesizes transitions from sparse…

Graphics · Computer Science 2025-04-15 Jia Qin
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