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| Presentation | ||||||||||||||
This research project is
intended to create methods to automatically compute humanlike
motions for virtual mannequins. Such methods are integrated into
the motion planning software platform Move3D developed at LAAS.
Our goal is to produce and combine different behaviors such as
locomotion or manipulation to automatically generate complex
animations.
Potential applications include PLM, video games, movies, human-robot interaction, etc. This research action contributes to European projects Movie and Cogniron. | ||||||||||||||
| Walk control | ||||||||||||||
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The first considered level is control. Walk control aims at automatically providing a natural walking sequence from a given configuration to a given goal. Configurations of the mannequin are in 3-dimensions: two parameters for the position, one for the orientation. Our walking controller is based on motion capture data editing techniques. This method is integrated in a randomized motion planning scheme, including a steering method dedicated for human walk. This means that we integrate the human motion control in the main loop of the path planning algorithm. Here, local human navigation is modeled as a third degree Bézier curve, and a walking path as a B-Spline. Selected Publications: "Planning Human Walk in Virtual Environments"
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| Locomotion Planning | ||||||||||||||
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The second level of automation is planning. The main addressed issue is how to automatically compute eye-believable human walking sequences while guaranteeing a 3D obstacle avoidance. The solution is based both, on probabilistic motion planning and on motion capture based blending and warping techniques. Here we develop a modular architecture to generate a sequence of human walking from planning a trajectory in a 3D cluttered environment to synthesizing the motions for the virtual character. Our method has the specificity of considering the 3D model of the environment for collision avoidance with the character's upper body. Selected Publications: "A 2-Stages
Locomotion Planner for Digital Actors"
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| Inverse Kinematics-Based Manipulation | ||||||||||||||
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We are interested in imposing manipulation constraints to a walking virtual character. For this we extend our motion planner to allow a digital mannequin to carry a bulky object in a cluttered environment. The approach is based on an analysis of the global task (manipulating while walking) according to three types of constraints:
To address these constraints altogether we combine three types of techniques within the same framework: probabilistic path planning methods to deal with obstacle avoidance; a motion capture based walking controller to provide believable animations and inverese kinematics techniques to deal with object manipulation. Selected Publications: "Planning Fine Motions for a Digital Factotum"
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| Coordinated Manipulation | ||||||||||||||
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We extend our approach to consider coordinated manipulation among two or more virtual mannequins. Here we model the global task within a single system that gathers all the degrees of freedom of the agents and the object. This system is automatically built by computing a so-called "reachable cooperative space". Coordinated motions are produced by applying an algorithm with three stages:
These steps are applied based on a geometric and kinematic decoupling of the system and using different techniques such as path planning, locomotion controllers, inverse kinematics and path planning for closed-kinematic mechanisms. Selected Publications: "Motion Planning for Human-Robot Interaction in Manipulation Tasks"
"Animation Planning for Virtual Mannequins Cooperation"
A workout example:
Coordinated Manipulation Examples:
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| Mechanical Part Assembly | ||||||||||||||
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One of our current research directions is to apply the above techniques to deal with mechanical part assembly planning. The goal is to automatically compute a collision-free path for both, the part to be assembled and the mannequin manipulating it. Here, we increase the difficulty of the part assembly problem by adding a virtual mannequin into the reasoning loop. Two approaches are proposed according to the difficulty of the problem and are currently being evaluated:
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Last modification: Monday, 21-March-2004 12:08:19 CEST