KangKang Yin

dblp:59/6741 · DBLP profile ↗
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28ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0003-2908-7237ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 28 · 4 first-author · 5 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021
YearPublicationVenuePosition
2026 F3AMD: Fast FiLM-Conditioned Fourier Autoregressive Motion Diffusion
abstract
Abstract Recent advances in generative motion synthesis have enabled realtime autoregressive generation of diverse and realistic character animations conditioned on user inputs, as demonstrated by models such as the Conditional Autoregressive Motion Diffusion Model (CAMDM). However, real‐world applications (e.g., computer games) often demand faster‐than‐realtime performance for large numbers of characters. We introduce F3AMD (Fast FiLM‐conditioned Fourier Autoregressive Motion Diffusion), a framework that achieves an order of magnitude speedup over state‐of‐the‐art systems for multi‐character animation on both GPUs and CPUs while maintaining high motion quality. Our key insight is that autoregressive motion diffusion is primarily bottlenecked by architectural and sampling inefficiencies. To address this, F3AMD employs Fourier Neural Operators (FNOs) as encoder‐decoder modules, substitutes Transformer backbones with FNO blocks, replaces condition concatenation with lightweight Feature‐wise Linear Modulation (FiLM), and adopts a variance‐exploding noise schedule with a deterministic sampler. This design enables a substantially lower‐dimensional latent space, facilitates learning in both the spectral and temporal domains, and significantly improves sample efficiency. We conduct systematic ablations of key design factors, including latent dimension, backbone type, diffusion window length, and number of denoising steps. Our recommended configuration, F3AMD‐FNO‐96, achieves 20x speedup over the baseline CAMDM model, while maintaining comparable motion quality.
Calvin Z. Qiao, Benjamin MacAdam, Mohammadarsh Khokhar, Pranav Balaji, Jiaqing Hu, KangKang Yin
Comput. Graph. Forum6
2024 AAMDM: Accelerated Auto-Regressive Motion Diffusion Model
abstract
Interactive motion synthesis is essential in creating immersive experiences in entertainment applications, such as video games and virtual reality. However, generating an-imations that are both high-quality and contextually re-sponsive remains a challenge. Traditional techniques in the game industry can produce high-fidelity animations but suffer from high computational costs and poor scalability. Trained neural network models alleviate the memory and speed issues, yet fall short on generating diverse motions. Diffusion models offer diverse motion synthesis with low memory usage, but require expensive reverse diffusion processes. This paper introduces the Accelerated Auto-regressive Motion Diffusion Model (AAMDM), a novel motion synthesis framework designed to achieve quality, diversity, and efficiency all together. AAMDM integrates Denoising Diffusion GANs as a fast Generation Module, and an Auto-regressive Diffusion Model as a Polishing Module. Furthermore, AAMDM operates in a lower-dimensional embedded space rather than the full-dimensional pose space, which reduces the training complexity as well as further improves the performance. We show that AAMDM outperforms existing methods in motion quality, diversity, and runtime efficiency, through compre-hensive quantitative analyses and visual comparisons. We also demonstrate the effectiveness of each algorithmic component through ablation studies.
Tianyu Li 0005, Calvin Z. Qiao, Guanqiao Ren, KangKang Yin, Sehoon Ha
CVPR4
2022 Learning to use chopsticks in diverse gripping styles
abstract
Learning dexterous manipulation skills is a long-standing challenge in computer graphics and robotics, especially when the task involves complex and delicate interactions between the hands, tools and objects. In this paper, we focus on chopsticks-based object relocation tasks, which are common yet demanding. The key to successful chopsticks skills is steady gripping of the sticks that also supports delicate maneuvers. We automatically discover physically valid chopsticks holding poses by Bayesian Optimization (BO) and Deep Reinforcement Learning (DRL), which works for multiple gripping styles and hand morphologies without the need of example data. Given as input the discovered gripping poses and desired objects to be moved, we build physics-based hand controllers to accomplish relocation tasks in two stages. First, kinematic trajectories are synthesized for the chopsticks and hand in a motion planning stage. The key components of our motion planner include a grasping model to select suitable chopsticks configurations for grasping the object, and a trajectory optimization module to generate collision-free chopsticks trajectories. Then we train physics-based hand controllers through DRL again to track the desired kinematic trajectories produced by the motion planner. We demonstrate the capabilities of our framework by relocating objects of various shapes and sizes, in diverse gripping styles and holding positions for multiple hand morphologies. Our system achieves faster learning speed and better control robustness, when compared to vanilla systems that attempt to learn chopstick-based skills without a gripping pose optimization module and/or without a kinematic motion planner. Our code and models are available at this link. 1
Zeshi Yang, KangKang Yin, Libin Liu 0002
ACM Trans. Graph.2
2021 Learning and Exploring Motor Skills with Spacetime Bounds
abstract
Abstract Equipping characters with diverse motor skills is the current bottleneck of physics‐based character animation. We propose a Deep Reinforcement Learning (DRL) framework that enables physics‐based characters to learn and explore motor skills from reference motions. The key insight is to use loose space‐time constraints, termed spacetime bounds, to limit the search space in an early termination fashion. As we only rely on the reference to specify loose spacetime bounds, our learning is more robust with respect to low quality references. Moreover, spacetime bounds are hard constraints that improve learning of challenging motion segments, which can be ignored by imitation‐only learning. We compare our method with state‐of‐the‐art tracking‐based DRL methods. We also show how to guide style exploration within the proposed framework.
Li-Ke Ma, Zeshi Yang, Xin Tong 0001, Baining Guo, KangKang Yin
Comput. Graph. Forum5
2021 Discovering diverse athletic jumping strategies
abstract
We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task objective and an initial character configuration, the combination of physics simulation and deep reinforcement learning (DRL) provides a suitable starting point for automatic control policy training. To facilitate the learning of realistic human motions, we propose a Pose Variational Autoencoder (P-VAE) to constrain the actions to a subspace of natural poses. In contrast to motion imitation methods, a rich variety of novel strategies can naturally emerge by exploring initial character states through a sample-efficient Bayesian diversity search (BDS) algorithm. A second stage of optimization that encourages novel policies can further enrich the unique strategies discovered. Our method allows for the discovery of diverse and novel strategies for athletic jumping motions such as high jumps and obstacle jumps with no motion examples and less reward engineering than prior work.
Zhiqi Yin, Zeshi Yang, Michiel van de Panne, KangKang Yin
ACM Trans. Graph.4
2020 Linear Time Stable PD Controllers for Physics-based Character Animation
abstract
Abstract In physics‐based character animation, Proportional‐Derivative (PD) controllers are commonly used for tracking reference motions in motor control tasks. Stable PD (SPD) controllers significantly improve the numerical stability of traditional PD controllers and support large gains and large integration time steps during simulation [TLT11]. For an articulated rigid body system with n degrees of freedom, all SPD implementations to date, however, use an O(n3) dense matrix factorization based method. In this paper, we propose a linear time algorithm for SPD computation, which is based on Featherstone's forward dynamics formulation for articulated rigid body systems in generalized coordinates [Fea14]. We demonstrate the performance advantage of our algorithm by comparing with both the conventional dense matrix factorization based method and an alternative sparse matrix factorization based method. We show that the proposed algorithm provides superior stability when controlling complex models at large time steps. We further demonstrate that our algorithm can improve the learning speed and quality of a Deep Reinforcement Learning (DRL) system for physics‐based character animation.
Zhiqi Yin, KangKang Yin
Comput. Graph. Forum2
2019 Towards Robust Direction Invariance in Character Animation
abstract
Abstract In character animation, direction invariance is a desirable property. That is, a pose facing north and the same pose facing south are considered the same; a character that can walk to the north is expected to be able to walk to the south in a similar style. To achieve such direction invariance, the current practice is to remove the facing direction's rotation around the vertical axis before further processing. Such a scheme, however, is not robust for rotational behaviors in the sagittal plane. In search of a smooth scheme to achieve direction invariance, we prove that in general a singularity free scheme does not exist. We further connect the problem with the hairy ball theorem, which is better‐known to the graphics community. Due to the nonexistence of a singularity free scheme, a general solution does not exist and we propose a remedy by using a properly‐chosen motion direction that can avoid singularities for specific motions at hand. We perform comparative studies using two deep‐learning based methods, one builds kinematic motion representations and the other learns physics‐based controls. The results show that with our robust direction invariant features, both methods can achieve better results in terms of learning speed and/or final quality. We hope this paper can not only boost performance for character animation methods, but also help related communities currently not fully aware of the direction invariance problem to achieve more robust results.
Li-Ke Ma, Zeshi Yang, Baining Guo, KangKang Yin
Comput. Graph. Forum4
2018 Laplace-Beltrami Operator on Point Clouds Based on Anisotropic Voronoi Diagram
abstract
Abstract The symmetrizable and converged Laplace–Beltrami operator ( ) is an indispensable tool for spectral geometrical analysis of point clouds. The , introduced by Liu et al. [LPG12] is guaranteed to be symmetrizable, but its convergence degrades when it is applied to models with sharp features. In this paper, we propose a novel , which is not only symmetrizable but also can handle the point‐sampled surface containing significant sharp features. By constructing the anisotropic Voronoi diagram in the local tangential space, the can be well constructed for any given point. To compute the area of anisotropic Voronoi cell, we introduce an efficient approximation by projecting the cell to the local tangent plane and have proved its convergence. We present numerical experiments that clearly demonstrate the robustness and efficiency of the proposed for point clouds that may contain noise, outliers, and non‐uniformities in thickness and spacing. Moreover, we can show that its spectrum is more accurate than the ones from existing for scan points or surfaces with sharp features.
Hongxing Qin, Yi Chen 0007, Yunhai Wang, XiaoYang Hong, KangKang Yin, Hui Huang 0004
Comput. Graph. Forum5
2017 DeepLoco: dynamic locomotion skills using hierarchical deep reinforcement learning
abstract
Learning physics-based locomotion skills is a difficult problem, leading to solutions that typically exploit prior knowledge of various forms. In this paper we aim to learn a variety of environment-aware locomotion skills with a limited amount of prior knowledge. We adopt a two-level hierarchical control framework. First, low-level controllers are learned that operate at a fine timescale and which achieve robust walking gaits that satisfy stepping-target and style objectives. Second, high-level controllers are then learned which plan at the timescale of steps by invoking desired step targets for the low-level controller. The high-level controller makes decisions directly based on high-dimensional inputs, including terrain maps or other suitable representations of the surroundings. Both levels of the control policy are trained using deep reinforcement learning. Results are demonstrated on a simulated 3D biped. Low-level controllers are learned for a variety of motion styles and demonstrate robustness with respect to force-based disturbances, terrain variations, and style interpolation. High-level controllers are demonstrated that are capable of following trails through terrains, dribbling a soccer ball towards a target location, and navigating through static or dynamic obstacles.
Xue Bin Peng, Glen Berseth, KangKang Yin, Michiel van de Panne
ACM Trans. Graph.3
2016 Crowd-driven mid-scale layout design
abstract
We propose a novel approach for designing mid-scale layouts by optimizing with respect to human crowd properties. Given an input layout domain such as the boundary of a shopping mall, our approach synthesizes the paths and sites by optimizing three metrics that measure crowd flow properties: mobility, accessibility, and coziness. While these metrics are straightforward to evaluate by a full agent-based crowd simulation, optimizing a layout usually requires hundreds of evaluations, which would require a long time to compute even using the latest crowd simulation techniques. To overcome this challenge, we propose a novel data-driven approach where nonlinear regressors are trained to capture the relationship between the agent-based metrics, and the geometrical and topological features of a layout. We demonstrate that by using the trained regressors, our approach can synthesize crowd-aware layouts and improve existing layouts with better crowd flow properties.
Tian Feng 0001, Lap-Fai Yu, Sai-Kit Yeung, KangKang Yin, Kun Zhou 0001
ACM Trans. Graph.4
2016 Guided Learning of Control Graphs for Physics-Based Characters
abstract
The difficulty of developing control strategies has been a primary bottleneck in the adoption of physics-based simulations of human motion. We present a method for learning robust feedback strategies around given motion capture clips as well as the transition paths between clips. The output is a control graph that supports real-time physics-based simulation of multiple characters, each capable of a diverse range of robust movement skills, such as walking, running, sharp turns, cartwheels, spin-kicks, and flips. The control fragments that compose the control graph are developed using guided learning. This leverages the results of open-loop sampling-based reconstruction in order to produce state-action pairs that are then transformed into a linear feedback policy for each control fragment using linear regression. Our synthesis framework allows for the development of robust controllers with a minimal amount of prior knowledge.
Libin Liu 0002, Michiel van de Panne, KangKang Yin
ACM Trans. Graph.3
2015 Improving Sampling-based Motion Control
abstract
Abstract We address several limitations of the sampling‐based motion control method of Liu et at. [ LYvdP* 10 ]. The key insight is to learn from the past control reconstruction trials through sample distribution adaptation. Coupled with a sliding window scheme for better performance and an averaging method for noise reduction, the improved algorithm can efficiently construct open‐loop controls for long and challenging reference motions in good quality. Our ideas are intuitive and the implementations are simple. We compare the improved algorithm with the original algorithm both qualitatively and quantitatively, and demonstrate the effectiveness of the improved algorithm with a variety of motions ranging from stylized walking and dancing to gymnastic and Martial Arts routines.
Libin Liu 0002, KangKang Yin, Baining Guo
Comput. Graph. Forum2
2015 Deformation capture and modeling of soft objects
abstract
We present a data-driven method for deformation capture and modeling of general soft objects. We adopt an iterative framework that consists of one component for physics-based deformation tracking and another for spacetime optimization of deformation parameters. Low cost depth sensors are used for the deformation capture, and we do not require any force-displacement measurements, thus making the data capture a cheap and convenient process. We augment a state-of-the-art probabilistic tracking method to robustly handle noise, occlusions, fast movements and large deformations. The spacetime optimization aims to match the simulated trajectories with the tracked ones. The optimized deformation model is then used to boost the accuracy of the tracking results, which can in turn improve the deformation parameter estimation itself in later iterations. Numerical experiments demonstrate that the tracking and parameter optimization components complement each other nicely. Our spacetime optimization of the deformation model includes not only the material elasticity parameters and dynamic damping coefficients, but also the reference shape which can differ significantly from the static shape for soft objects. The resulting optimization problem is highly nonlinear in high dimensions, and challenging to solve with previous methods. We propose a novel splitting algorithm that alternates between reference shape optimization and deformation parameter estimation, and thus enables tailoring the optimization of each subproblem more efficiently and robustly. Our system enables realistic motion reconstruction as well as synthesis of virtual soft objects in response to user stimulation. Validation experiments show that our method not only is accurate, but also compares favorably to existing techniques. We also showcase the ability of our system with high quality animations generated from optimized deformation parameters for a variety of soft objects, such as live plants and fabricated models.
Bin Wang 0021, Longhua Wu, KangKang Yin, Uri M. Ascher, Libin Liu 0002, Hui Huang 0004
ACM Trans. Graph.3
2014 Control of Rotational Dynamics for Ground and Aerial Behavior
abstract
This paper proposes a physics-based framework to control rolling, flipping and other behaviors with significant rotational components. The proposed technique is a general approach for guiding coordinated action that can be layered over existing control architectures through the purposeful regulation of specific whole-body features. Namely, we apply control for rotation through the specification and execution of specific desired `rotation indices' for whole-body orientation, angular velocity and angular momentum control and highlight the use of the angular excursion as a means for whole-body rotation control. We account for the stylistic components of behaviors through reference posture control. The novelty of the described work includes control over behaviors with considerable rotational components, both on the ground and in the air as well as a number of characteristics useful for general control, such as flight planning with inertia modeling, compliant posture tracking, and contact control planning.
Victor B. Zordan, David F. Brown, Adriano Macchietto, KangKang Yin
IEEE Trans. Vis. Comput. Graph.4
2013 Symmetry Robust Descriptor for Non-Rigid Surface Matching
abstract
Abstract In this paper, we propose a novel shape descriptor that is robust in differentiating intrinsic symmetric points on geometric surfaces. Our motivation is that even the state‐of‐theart shape descriptors and non‐rigid surface matching algorithms suffer from symmetry flips. They cannot differentiate surface points that are symmetric or near symmetric. Hence a left hand of one human model may be matched to a right hand of another. Our Symmetry Robust Descriptor (SRD) is based on a signed angle field, which can be calculated from the gradient fields of the harmonic fields of two point pairs. Experiments show that the proposed shape descriptor SRD results in much less symmetry flips compared to alternative methods. We further incorporate SRD into a stand‐alone algorithm to minimize symmetry flips in finding sparse shape correspondences. SRD can also be used to augment other modern non‐rigid shape matching algorithms with ease to alleviate symmetry confusions.
Zhiyuan Zhang 0004, KangKang Yin, Kelvin Weng Chiong Foong
Comput. Graph. Forum2
2013 Simulation and control of skeleton-driven soft body characters
abstract
In this paper we present a physics-based framework for simulation and control of human-like skeleton-driven soft body characters. We couple the skeleton dynamics and the soft body dynamics to enable two-way interactions between the skeleton, the skin geometry, and the environment. We propose a novel pose-based plasticity model that extends the corotated linear elasticity model to achieve large skin deformation around joints. We further reconstruct controls from reference trajectories captured from human subjects by augmenting a sampling-based algorithm. We demonstrate the effectiveness of our framework by results not attainable with a simple combination of previous methods.
Libin Liu 0002, KangKang Yin, Bin Wang 0021, Baining Guo
ACM Trans. Graph.2
2012 Virtual Try-On Using Kinect and HD Camera
Stevie Giovanni, Yeun Chul Choi, Jay Huang, Khoo Eng Tat, KangKang Yin
MIG5
2012 Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
abstract
In this paper we learn the skills required by real-time physics-based avatars to perform parkour-style fast terrain crossing using a mix of running, jumping, speed-vaulting, and drop-rolling. We begin with a single motion capture example of each skill and then learn reduced-order linear feedback control laws that provide robust execution of the motions during forward dynamic simulation. We then parameterize each skill with respect to the environment, such as the height of obstacles, or with respect to the task parameters, such as running speed and direction. We employ a continuation process to achieve the required parameterization of the motions and their affine feedback laws. The continuation method uses a predictor-corrector method based on radial basis functions. Lastly, we build control laws specific to the sequential composition of different skills, so that the simulated character can robustly transition to obstacle clearing maneuvers from running whenever obstacles are encountered. The learned transition skills work in tandem with a simple online step-based planning algorithm, and together they robustly guide the character to achieve a state that is well-suited for the chosen obstacle-clearing motion.
Libin Liu 0002, KangKang Yin, Michiel van de Panne, Baining Guo
ACM Trans. Graph.2
2012 Detail-Preserving Controllable Deformation from Sparse Examples
abstract
Recent advances in laser scanning technology have made it possible to faithfully scan a real object with tiny geometric details, such as pores and wrinkles. However, a faithful digital model should not only capture static details of the real counterpart but also be able to reproduce the deformed versions of such details. In this paper, we develop a data-driven model that has two components; the first accommodates smooth large-scale deformations and the second captures high-resolution details. Large-scale deformations are based on a nonlinear mapping between sparse control points and bone transformations. A global mapping, however, would fail to synthesize realistic geometries from sparse examples, for highly deformable models with a large range of motion. The key is to train a collection of mappings defined over regions locally in both the geometry and the pose space. Deformable fine-scale details are generated from a second nonlinear mapping between the control points and per-vertex displacements. We apply our modeling scheme to scanned human hand models, scanned face models, face models reconstructed from multiview video sequences, and manually constructed dinosaur models. Experiments show that our deformation models, learned from extremely sparse training data, are effective and robust in synthesizing highly deformable models with rich fine features, for keyframe animation as well as performance-driven animation. We also compare our results with those obtained by alternative techniques.
Hao-Da Huang, KangKang Yin, Ling Zhao 0006, Yizhou Yu, Xin Tong 0001
IEEE Trans. Vis. Comput. Graph.2
2011 LocoTest: Deploying and Evaluating Physics-Based Locomotion on Multiple Simulation Platforms
Stevie Giovanni, KangKang Yin
MIG2
2011 Discriminative Sketch-based 3D Model Retrieval via Robust Shape Matching
abstract
Abstract We propose a sketch‐based 3D shape retrieval system that is substantially more discriminative and robust than existing systems, especially for complex models. The power of our system comes from a combination of a contour‐based 2D shape representation and a robust sampling‐based shape matching scheme. They are defined over discriminative local features and applicable for partial sketches; robust to noise and distortions in hand drawings; and consistent when strokes are added progressively. Our robust shape matching, however, requires dense sampling and registration and incurs a high computational cost. We thus devise critical acceleration methods to achieve interactive performance: precomputing kNN graphs that record transformations between neighboring contour images and enable fast online shape alignment; pruning sampling and shape registration strategically and hierarchically; and parallelizing shape matching on multi‐core platforms or GPUs. We demonstrate the effectiveness of our system through various experiments, comparisons, and user studies.
Tianjia Shao, Weiwei Xu 0003, KangKang Yin, Jingdong Wang 0001, Kun Zhou 0001, Baining Guo
Comput. Graph. Forum3
2010 Sampling-based contact-rich motion control
abstract
Human motions are the product of internal and external forces, but these forces are very difficult to measure in a general setting. Given a motion capture trajectory, we propose a method to reconstruct its open-loop control and the implicit contact forces. The method employs a strategy based on randomized sampling of the control within user-specified bounds, coupled with forward dynamics simulation. Sampling-based techniques are well suited to this task because of their lack of dependence on derivatives, which are difficult to estimate in contact-rich scenarios. They are also easy to parallelize, which we exploit in our implementation on a compute cluster. We demonstrate reconstruction of a diverse set of captured motions, including walking, running, and contact rich tasks such as rolls and kip-up jumps. We further show how the method can be applied to physically based motion transformation and retargeting, physically plausible motion variations, and reference-trajectory-free idling motions. Alongside the successes, we point out a number of limitations and directions for future work.
Libin Liu 0002, KangKang Yin, Michiel van de Panne, Tianjia Shao, Weiwei Xu 0003
ACM Trans. Graph.2
2009 Joint-aware manipulation of deformable models
abstract
Complex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable components. First we apply slippable motion analysis to automatically detect multiple types of joint constraints that are implicit in model geometry. For single-component geometry or models with disconnected components, we support user-defined virtual joints. Then we integrate manipulation handle constraints, multiple components, joint constraints, joint limits, and deformation energies into a single volumetric-cell-based space deformation problem. An iterative, parallelized Gauss-Newton solver is used to solve the resulting nonlinear optimization. Interactive deformable manipulation is demonstrated on a variety of geometric models while automatically respecting their multi-component nature and the natural behavior of their joints.
Weiwei Xu 0003, KangKang Yin, Kun Zhou 0001, Michiel van de Panne, Falai Chen, Baining Guo
ACM Trans. Graph.3
2008 Synthesis of constrained walking skills
abstract
Simulated characters in simulated worlds require simulated skills. We develop control strategies that enable physically-simulated characters to dynamically navigate environments with significant stepping constraints, such as sequences of gaps. We present a synthesis-analysis-synthesis framework for this type of problem. First, an offline optimization method is applied in order to compute example control solutions for randomly-generated example problems from the given task domain. Second, the example motions and their underlying control patterns are analyzed to build a low-dimensional step-to-step model of the dynamics. Third, this model is exploited by a planner to solve new instances of the task at interactive rates. We demonstrate real-time navigation across constrained terrain for physics-based simulations of 2D and 3D characters. Because the framework sythesizes its own example data, it can be applied to bipedal characters for which no motion data is available.
Stelian Coros, Philippe Beaudoin, KangKang Yin, Michiel van de Panne
ACM Trans. Graph.3
2008 Continuation methods for adapting simulated skills
abstract
Modeling the large space of possible human motions requires scalable techniques. Generalizing from example motions or example controllers is one way to provide the required scalability. We present techniques for generalizing a controller for physics-based walking to significantly different tasks, such as climbing a large step up, or pushing a heavy object. Continuation methods solve such problems using a progressive sequence of problems that trace a path from an existing solved problem to the final desired-but-unsolved problem. Each step in the continuation sequence makes progress towards the target problem while further adapting the solution. We describe and evaluate a number of choices in applying continuation methods to adapting walking gaits for tasks involving interaction with the environment. The methods have been successfully applied to automatically adapt a regular cyclic walk to climbing a 65 cm step, stepping over a 55 cm sill, pushing heavy furniture, walking up steep inclines, and walking on ice. The continuation path further provides parameterized solutions to these problems.
KangKang Yin, Stelian Coros, Philippe Beaudoin, Michiel van de Panne
ACM Trans. Graph.1
2007 SIMBICON: simple biped locomotion control
abstract
Physics-based simulation and control of biped locomotion is difficult because bipeds are unstable, underactuated, high-dimensional dynamical systems. We develop a simple control strategy that can be used to generate a large variety of gaits and styles in real-time, including walking in all directions (forwards, backwards, sideways, turning), running, skipping, and hopping. Controllers can be authored using a small number of parameters, or their construction can be informed by motion capture data. The controllers are applied to 2D and 3D physically-simulated character models. Their robustness is demonstrated with respect to pushes in all directions, unexpected steps and slopes, and unexpected variations in kinematic and dynamic parameters. Direct transitions between controllers are demonstrated as well as parameterized control of changes in direction and speed. Feedback-error learning is applied to learn predictive torque models, which allows for the low-gain control that typifies many natural motions as well as producing smoother simulated motion.
KangKang Yin, Kevin Loken, Michiel van de Panne
ACM Trans. Graph.1
2003 Motion Perturbation Based on Simple Neuromotor Control Models
abstract
Motion capture is widely used for character animation. One of the major challenges of this technique is how to modify the captured motion in plausible ways. Previous work has focused on transformations based on kinematics and dynamics, but has not explicitly taken into account the emerging knowledge of how humans control their movement. In this paper, we show how this can be done using a simple human neuromuscular control model. Our model of muscle forces includes a feedforward term, and low-gain passive feedback. The feedforward component is calculated from motion capture data using inverse dynamics. The feedback component generates reaction forces to unexpected external disturbances. The perturbed animation is then resynthesized using forward dynamics. This allows us to create animation where the character reacts to unexpected external forces in a natural way (e.g., when the character is hit by a flying object), and still retain the quality of the captured motions. This technique is useful for applications such as interactive sports video games.
KangKang Yin, Michael B. Cline, Dinesh K. Pai
PG1
2001 Robust mesh watermarking based on multiresolution processing
KangKang Yin, Jiaoying Shi, David Zhang 0001
Comput. Graph.1