Abstract
In this paper, we present a real-time technique of generating reactive balancing biped character motions for used in time critical systems, such as games. Our method uses a low-dimensional physics-based model to provide key information, such as foot placement and postural location, to control the movement of a fully articulated virtual skeleton. Furthermore, our technique uses numerous approximation techniques, such as comfort reasoning and foot support area, to mimic real-world humans in real-time that can respond to disturbances, such as pushes or pulls. We demonstrate the straightforwardness and robustness of our technique by means of a numerous of simulation examples.
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Kenwright, B. (2013). Real-Time Reactive Biped Characters. In: Gavrilova, M.L., Tan, C.J.K., Kuijper, A. (eds) Transactions on Computational Science XVIII. Lecture Notes in Computer Science, vol 7848. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-38803-3_9
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DOI: https://doi.org/10.1007/978-3-642-38803-3_9
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