A number of foot placement strategies for walking have been proposed that make use of widely varying model complexities. Although a number of successful demonstrations have been individually shown in simulation and on physical robots, it is difficult to make a direct performance comparison due to the large differences in hardware, gait generation strategy, control system gains, actuator saturation limits, sensor noise, and many other physical limitations. Here we present a quantitative stability comparison of four foot-placement strategies.
Recent advances in rendering and data-driven animation have enabled the creation of compelling characters with impressive levels of realism. While data-driven techniques can produce animations that are extremely faithful to the original motion, many challenging problems remain because of the high complexity of human motion.
An approach of rapid hologram generation for the realistic 3D image reconstruction based on the angular tiling concept is proposed, using a new graphic rendering approach integrated with a previously developed layer-based method for hologram calculation.
In this paper, we study observers' sensitivity to manipulations of overarm and underarm biological throwing animations.
Our novel `generate-and-rank' approach rapidly and semi-automatically generates data-driven fight scenes from high-level text descriptions composed of simple clauses and phrases. From a database of captured motions and its associated motion graph, we first generate a `cascade' of plausible scenes.
Page 9 of 10