C. Karen Liu

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108ranked-venue papers
4as first author
53since 2021 · last 2026
0000-0001-5926-0905ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 67 · 4 first-author · 36 since 2021Artificial intelligence and machine learning · 53 · 1 first-author · 27 since 2021Systems, architecture and hardware · 29 · 11 since 2021Human-computer interaction and ubiquitous computing · 9 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 4 since 2021
YearPublicationVenuePosition
2026 MUSIC: Learning Muscle-Driven Dexterous Hand Control
abstract
We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. High-level control is formulated as a decentralized multiagent reinforcement learning problem combined with adversarial learning for motion imitation. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control, while generalizing to sheet music that is not presented in the reference dataset. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings when subjects perform multiple tasks.
Pei Xu 0005, Yufei Ye 0001, Shuchun Sun, Elizabeth Schumann, C. Karen Liu
ACM Trans. Graph.6
2025 HMD2: Environment-Aware Motion Generation from Single Egocentric Head-Mounted Device
abstract
This paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD2, a novel system that balances motion reconstruction and generation. From a reconstruction stand-point, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD2 employs a multi-modal conditional motion diffusion model with a Transformer back-bone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust so-lution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments.
Vladimir Guzov, Yifeng Jiang 0002, Fangzhou Hong, Gerard Pons-Moll, Richard A. Newcombe, C. Karen Liu, Yuting Ye, Lingni Ma
3DV6
2025 PGC: Physics-Based Gaussian Cloth from a Single Pose
abstract
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io.
Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov
CVPR10
2025 Lifting Motion to the 3D World via 2D Diffusion
abstract
Estimating 3D motion from 2D observations is a longstanding research challenge. Prior work typically requires training on datasets containing ground truth 3D motions, limiting their applicability to activities well-represented in existing motion capture data. This dependency particularly hinders generalization to out-of-distribution scenarios or subjects where collecting 3D ground truth is challenging, such as complex athletic movements or animal motion. We introduce MVLift, a novel approach to predict global 3D motion—including both joint rotations and root trajectories in the world coordinate system—using only 2D pose sequences for training. Our multi-stage framework leverages 2D motion diffusion models to progressively generate consistent 2D pose sequences across multiple views, a key step in recovering accurate global 3D motion. MVLift generalizes across various domains, including human poses, human-object interactions, and animal poses. Despite not requiring 3D supervision, it outperforms prior work on five datasets, including those methods that require 3D supervision.
Jiaman Li, C. Karen Liu, Jiajun Wu 0001
CVPR2
2025 LookOut: Real-World Humanoid Egocentric Navigation
abstract
The ability to predict collision-free future trajectories from egocentric observations is crucial in applications such as humanoid robotics, VR / AR, and assistive navigation. In this work, we introduce the challenging problem of predicting a sequence of future 6D head poses from an egocentric video. In particular, we predict both head translations and rotations to learn the active information-gathering behavior expressed through head-turning events. To solve this task, we propose a framework that reasons over temporally aggregated 3D latent features, which models the geometric and semantic constraints for both the static and dynamic parts of the environment. Motivated by the lack of training data in this space, we further contribute a data collection pipeline using the Project Aria glasses, and present a dataset collected through this approach. Our dataset, dubbed Aria Navigation Dataset (AND), consists of 4 hours of recording of users navigating in real-world scenarios. It includes diverse situations and navigation behaviors, providing a valuable resource for learning real-world egocentric navigation policies. Extensive experiments show that our model learns human-like navigation behaviors such as waiting / slowing down, rerouting, and looking around for traffic while generalizing to unseen environments. Check out our project webpage at https://sites.google.com/stanford.edu/lookout.
Boxiao Pan, Adam W. Harley, Francis Engelmann, C. Karen Liu, Leonidas J. Guibas
ICCV4
2025 Human-Object Interaction from Human-level Instructions
abstract
Intelligent agents must autonomously interact with the environments to perform daily tasks based on human-level instructions. They need a foundational understanding of the world to accurately interpret these instructions, along with precise low-level movement and interaction skills to execute the derived actions. In this work, we propose the first complete system for synthesizing physically plausible, long-horizon human-object interactions for object manipulation in contextual environments, driven by human-level instructions. We leverage large language models (LLMs) to interpret the input instructions into detailed execution plans. Unlike prior work, our system is capable of generating detailed finger-object interactions, in seamless coordination with full-body movements. We also train a policy to track generated motions in physics simulation via reinforcement learning (RL) to ensure physical plausibility of the motion. Our experiments demonstrate the effectiveness of our system in synthesizing realistic interactions with diverse objects in complex environments, highlighting its potential for real-world applications.
Jiaman Li, Pei Xu 0005, C. Karen Liu
ICCV4
2025 ARCap: Collecting High-Quality Human Demonstrations for Robot Learning with Augmented Reality Feedback
Chen Wang 0053, Kaden Nguyen, Li Fei-Fei 0001, C. Karen Liu
ICRA5
2025 Chain-of-Modality: Learning Manipulation Programs from Multimodal Human Videos with Vision-Language-Models
abstract
Learning to perform manipulation tasks from human videos is a promising approach for teaching robots. However, many manipulation tasks require changing control parameters during task execution, such as force, which visual data alone cannot capture. In this work, we leverage sensing devices such as armbands that measure human muscle activities and microphones that record sound, to capture the details in the human manipulation process, and enable robots to extract task plans and control parameters to perform the same task. To achieve this, we introduce Chain-of-Modality (CoM), a prompting strategy that enables Vision Language Models to reason about multimodal human demonstration data - videos coupled with muscle or audio signals. By progressively integrating information from each modality, CoM refines a task plan and generates detailed control parameters, enabling robots to perform manipulation tasks based on a single multimodal human video prompt. Our experiments show that CoM delivers a threefold improvement in accuracy for extracting task plans and control parameters compared to baselines, with strong generalization to new task setups and objects in real-world robot experiments. Videos and code are available at chain-of-modality.github.io
Chen Wang 0053, Fei Xia 0002, Wenhao Yu 0003, Tingnan Zhang, C. Karen Liu, Li Fei-Fei 0001, Jie Tan 0001, Jacky Liang
ICRA6
2025 Training Language Models for Social Deduction with Multi-Agent Reinforcement Learning
Bidipta Sarkar, Warren Xia, C. Karen Liu, Dorsa Sadigh
AAMAS3
2025 Generating Detailed Character Motion from Blocking Poses
abstract
We focus on the problem of using generative diffusion models for the task of motion detailing: converting a rough version of a character animation, represented by a sparse set of coarsely posed, and imprecisely timed blocking poses, into a detailed, natural looking character animation. Current diffusion models can address the problem of correcting the timing of imprecisely timed poses, but we find that no good solution exists for leveraging the diffusion prior to enhance a sparse set of blocking poses with additional pose detail. We overcome this challenge using a simple inference-time trick. At certain diffusion steps, we blend the outputs of an unconditioned diffusion model with input blocking pose constraints using per-blocking-pose tolerance weights, and pass this result in as the input condition to an pre-existing motion retiming model. We find this approach works significantly better than existing approaches that attempt to add detail by blending model outputs or via expressing blocking pose constraints as guidance. The result is the first diffusion model that can robustly convert blocking-level poses into plausible detailed character animations. The project page for this work can be found at https://purvigoel.github.io/generative-motion-detailing/.
Purvi Goel, Guy Tevet, C. Karen Liu, Kayvon Fatahalian
SIGGRAPH Asia3
2025 CRAFT: Designing Creative and Functional 3D Objects
abstract
For designing a wide range of everyday objects, the design process should be aware of both the human body and the underlying semantics of the design specification. However, these two objectives present significant challenges to the current AI-based designing tools. In this work, we present a method to synthesize body-aware 3D objects from a base mesh given an input body geometry and either text or image as guidance. The generated objects can be simulated on virtual characters, or fabricated for real-world use. We propose to use a mesh deformation procedure that optimizes for both semantic alignment as well as contact and penetration losses. Using our method, users can generate both virtual or real-world objects from text, image, or sketch, without the need for manual artist intervention. We present both qualitative and quantitative results on various object categories, demonstrating the effectiveness of our approach.
Michelle Guo, Mia Tang, Hannah Cha, C. Karen Liu, Jiajun Wu 0001
WACV5
2025 Generative Motion Infilling from Imprecisely Timed Keyframes
abstract
Abstract Keyframes are a standard representation for kinematic motion specification. Recent learned motion‐inbetweening methods use keyframes as a way to control generative motion models, and are trained to generate life‐like motion that matches the exact poses and timings of input keyframes. However, the quality of generated motion may degrade if the timing of these constraints is not perfectly consistent with the desired motion. Unfortunately, correctly specifying keyframe timings is a tedious and challenging task in practice. Our goal is to create a system that synthesizes high‐quality motion from keyframes, even if keyframes are imprecisely timed. We present a method that allows constraints to be retimed as part of the generation process. Specifically, we introduce a novel model architecture that explicitly outputs a time‐warping function to correct mistimed keyframes and spatial residuals that add pose details. We demonstrate how our method can automatically turn approximately timed keyframe constraints into diverse, realistic motions with plausible timing and detailed submovements.
Purvi Goel, Haotian Zhang 0004, C. Karen Liu, Kayvon Fatahalian
Comput. Graph. Forum3
2025 Learning to Ball: Composing Policies for Long-Horizon Basketball Moves
abstract
Learning a control policy for a multi-phase, long-horizon task, such as basketball maneuvers, remains challenging for reinforcement learning approaches due to the need for seamless policy composition and transitions between skills. A long-horizon task typically consists of distinct subtasks with well-defined goals, separated by transitional subtasks with unclear goals but critical to the success of the entire task. Existing methods like the mixture of experts and skill chaining struggle with tasks where individual policies do not share significant commonly explored states or lack well-defined initial and terminal states between different phases. In this paper, we introduce a novel policy integration framework to enable the composition of drastically different motor skills in multi-phase long-horizon tasks with ill-defined intermediate states. Based on that, we further introduce a high-level soft router to enable seamless and robust transitions between the subtasks. We evaluate our framework on a set of fundamental basketball skills and challenging transitions. Policies trained by our approach can effectively control the simulated character to interact with the ball and accomplish the long-horizon task specified by real-time user commands, without relying on ball trajectory references.
Pei Xu 0005, Ruocheng Wang, Vishnu Sarukkai, Kayvon Fatahalian, Ioannis Karamouzas, Victor B. Zordan, C. Karen Liu
ACM Trans. Graph.8
2024 DiffusionPoser: Real-Time Human Motion Reconstruction From Arbitrary Sparse Sensors Using Autoregressive Diffusion
abstract
Motion capture from a limited number of body-worn sensors, such as inertial measurement units (IMUs) and pressure insoles, has important applications in health, human performance, and entertainment. Recent work has focused on accurately reconstructing whole-body motion from a specific sensor configuration using six IMUs. While a common goal across applications is to use the minimal number of sensors to achieve required accuracy, the optimal arrangement of the sensors might differ from application to application. We propose a single diffusion model, Dif-fusionPoser, which reconstructs human motion in real-time from an arbitrary combination of sensors, including IMUs placed at specified locations, and, pressure insoles. Un-like existing methods, our model grants users the flexibility to determine the number and arrangement of sensors tai-lored to the specific activity of interest, without the need for retraining. A novel autoregressive inferencing scheme ensures real-time motion reconstruction that closely aligns with measured sensor signals. The generative nature of Dif-fusionl'oser ensures realistic behavior, even for degrees-of-freedom not directly measured. Qualitative results can be found on our website: https://diffusionposer.github.io/.
Tom Van Wouwe, Antoine Falisse, Scott L. Delp, C. Karen Liu
CVPR5
2024 Controllable Human-Object Interaction Synthesis
Jiaman Li, Alexander Clegg, Roozbeh Mottaghi, Jiajun Wu 0001, Xavier Puig, C. Karen Liu
ECCV (41)6
2024 Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild
Lingni Ma, Yuting Ye, Fangzhou Hong, Vladimir Guzov, Yifeng Jiang 0002, Rowan Postyeni, Luis Pesqueira, Alexander Gamino, Vijay Baiyya, Hyo Jin Kim 0004, Kevin Bailey, David Soriano Fosas, C. Karen Liu, Ziwei Liu 0002, Jakob J. Engel, Renzo De Nardi, Richard A. Newcombe
ECCV (24)13
2024 AddBiomechanics Dataset: Capturing the Physics of Human Motion at Scale
Keenon Werling, Janelle Kaneda, Tian Tan 0008, Rishi Agarwal, Six Skov, Tom Van Wouwe, Scott D. Uhlrich, Nicholas A. Bianco, Carmichael F. Ong, Antoine Falisse, Shardul Sapkota, Aidan Chandra, Joshua Carter, Ezio Preatoni, Benjamin J. Fregly, Jennifer L. Hicks, Scott L. Delp, C. Karen Liu
ECCV (88)18
2024 Learning to Design 3D Printable Adaptations on Everyday Objects for Robot Manipulation
abstract
Advancements in robot learning for object manipulation have shown promising results, yet certain everyday objects remain challenging for robots to effectively interact with. This discrepancy arises from the fact that human-designed objects are optimized for human use rather than robot manipulation. To address this gap, we propose a framework to automatically design 3D printable adaptations that can be attached to hard-to-use objects, thus improving "robot ergonomics". Our learning-based framework formulates the adaptation design and control as a dual Markov decision process and is able to improve robot-object interactions for various robot end effectors and objects. We further validate our designs in the real world with a Franka Panda robot. Please see the supplementary video and https://object-adaptation.github.io for additional visualizations.
Michelle Guo, Ziang Liu 0008, Stephen Tian, Zhaoming Xie, Jiajun Wu 0001, C. Karen Liu
ICRA6
2024 One-Shot Transfer of Long-Horizon Extrinsic Manipulation Through Contact Retargeting
abstract
Extrinsic manipulation, the use of environment contacts to achieve manipulation objectives, enables strategies that are otherwise impossible with a parallel jaw gripper. However, orchestrating a long-horizon sequence of contact interactions between the robot, object, and environment is notoriously challenging due to the scene diversity, large action space, and difficult contact dynamics. We observe that most extrinsic manipulation are combinations of short-horizon primitives, each of which depend strongly on initializing from a desirable contact configuration to succeed. Therefore, we propose to generalize one extrinsic manipulation trajectory to diverse objects and environments by retargeting contact requirements. We prepare a single library of robust short-horizon, goal-conditioned primitive policies, and design a framework to compose state constraints stemming from contacts specifications of each primitive. Given a test scene and a single demo prescribing the primitive sequence, our method enforces the state constraints on the test scene and find intermediate goal states using inverse kinematics. The goals are then tracked by the primitive policies. Using a 7+1 DoF robotic arm-gripper system, we achieved an overall success rate of 80.5% on hardware over 4 long-horizon extrinsic manipulation tasks, each with up to 4 primitives. Our experiments cover 10 objects and 6 environment configurations. We further show empirically that our method admits a wide range of demonstrations, and that contact retargeting is indeed the key to successfully combining primitives for long-horizon extrinsic manipulation. Code and additional details are available at stanford-tml.github. io/extrinsic-manipulation.
Albert Wu, Ruocheng Wang, Clemens Eppner, C. Karen Liu
IROS5
2024 Constrained Diffusion with Trust Sampling
abstract
Diffusion models have demonstrated significant promise in various generative tasks; however, they often struggle to satisfy challenging constraints. Our approach addresses this limitation by rethinking training-free loss-guided diffusion from an optimization perspective. We formulate a series of constrained optimizations throughout the inference process of a diffusion model. In each optimization, we allow the sample to take multiple steps along the gradient of the proxy constraint function until we can no longer trust the proxy, according to the variance at each diffusion level. Additionally, we estimate the state manifold of diffusion model to allow for early termination when the sample starts to wander away from the state manifold at each diffusion step. Trust sampling effectively balances between following the unconditional diffusion model and adhering to the loss guidance, enabling more flexible and accurate constrained generation. We demonstrate the efficacy of our method through extensive experiments on complex tasks, and in drastically different domains of images and 3D motion generation, showing significant improvements over existing methods in terms of generation quality. Our implementation is available at https://github.com/will-s-h/trust-sampling.
William Huang, Yifeng Jiang 0002, Tom Van Wouwe, C. Karen Liu
NeurIPS4
2024 PDP: Physics-Based Character Animation via Diffusion Policy
Takara E. Truong, Michael Piseno, Zhaoming Xie, C. Karen Liu
SIGGRAPH Asia4
2024 FürElise: Capturing and Physically Synthesizing Hand Motion of Piano Performance
abstract
Piano playing requires agile, precise, and coordinated hand control that stretches the limits of dexterity.Hand motion models with the sophistication to accurately recreate piano playing have a wide range of applications in character animation, embodied AI, biomechanics, and VR/AR.In this paper, we construct a first-of-its-kind large-scale dataset that contains approximately 10 hours of 3D hand motion and audio from 15 elite-level pianists playing 153 pieces of classical music.To capture natural performances, we designed a markerless setup in which motions are reconstructed from multiview videos using state-of-the-art pose estimation models.The motion data is further refined via inverse kinematics using the high-resolution MIDI key-pressing data obtained from sensors in a specialized Yamaha Disklavier piano.Leveraging the collected dataset, we developed a pipeline that can synthesize physically-plausible hand motions for musical scores outside of the dataset.Our approach employs a combination of imitation learning and reinforcement learning to obtain policies for physics-based bimanual control involving the interaction between hands and piano keys.To solve the sampling efficiency problem with the large motion dataset, we use a diffusion model to generate natural reference motions, which provide high-level trajectory and fingering (finger order and placement) information.However, the generated reference motion alone does not provide sufficient accuracy for piano performance modeling.We then further augmented the data by using musical similarity to retrieve similar motions from the captured dataset to boost the precision of the RL policy.With the proposed method, our model generates natural, dexterous motions that generalize to music from outside the training dataset.
Ruocheng Wang, Pei Xu 0005, Elizabeth Schumann, C. Karen Liu
SIGGRAPH Asia5
2024 Creating a 3D Mesh in A-pose from a Single Image for Character Rigging
abstract
Abstract Learning‐based methods for 3D content generation have shown great potential to create 3D characters from text prompts, videos, and images. However, current methods primarily focus on generating static 3D meshes, overlooking the crucial aspect of creating an animatable 3D meshes. Directly using 3D meshes generated by existing methods to create underlying skeletons for animation presents many challenges because the generated mesh might exhibit geometry artifacts or assume arbitrary poses that complicate the subsequent rigging process. This work proposes a new framework for generating a 3D animatable mesh from a single 2D image depicting the character. We do so by enforcing the generated 3D mesh to assume an A‐pose, which can mitigate the geometry artifacts and facilitate the use of existing automatic rigging methods. Our approach aims to leverage the generative power of existing models across modalities without the need for new data or large‐scale training. We evaluate the effectiveness of our framework with qualitative results, as well as ablation studies and quantitative comparisons with existing 3D mesh generation models.
C. Karen Liu
Comput. Graph. Forum2
2024 State of the Art on Diffusion Models for Visual Computing
abstract
Abstract The field of visual computing is rapidly advancing due to the emergence of generative artificial intelligence (AI), which unlocks unprecedented capabilities for the generation, editing, and reconstruction of images, videos, and 3D scenes. In these domains, diffusion models are the generative AI architecture of choice. Within the last year alone, the literature on diffusion‐based tools and applications has seen exponential growth and relevant papers are published across the computer graphics, computer vision, and AI communities with new works appearing daily on arXiv. This rapid growth of the field makes it difficult to keep up with all recent developments. The goal of this state‐of‐the‐art report (STAR) is to introduce the basic mathematical concepts of diffusion models, implementation details and design choices of the popular Stable Diffusion model, as well as overview important aspects of these generative AI tools, including personalization, conditioning, inversion, among others. Moreover, we give a comprehensive overview of the rapidly growing literature on diffusion‐based generation and editing, categorized by the type of generated medium, including 2D images, videos, 3D objects, locomotion, and 4D scenes. Finally, we discuss available datasets, metrics, open challenges, and social implications. This STAR provides an intuitive starting point to explore this exciting topic for researchers, artists, and practitioners alike.
Ryan Po, Wang Yifan 0001, Vladislav Golyanik, Kfir Aberman, Jonathan T. Barron, Amit Bermano, Eric R. Chan, Tali Dekel, Aleksander Holynski, Angjoo Kanazawa, C. Karen Liu, Lingjie Liu, Ben Mildenhall, Matthias Nießner, Björn Ommer, Christian Theobalt, Peter Wonka, Gordon Wetzstein
Comput. Graph. Forum11
2024 A simulation framework to determine optimal strength training and musculoskeletal geometry for sprinting and distance running
abstract
Musculoskeletal geometry and muscle volumes vary widely in the population and are intricately linked to the performance of tasks ranging from walking and running to jumping and sprinting. As an alternative to experimental approaches, where it is difficult to isolate factors and establish causal relationships, simulations can be used to independently vary musculoskeletal geometry and muscle volumes, and develop a fundamental understanding. However, our ability to understand how these parameters affect task performance has been limited due to the high computational cost of modelling the necessary complexity of the musculoskeletal system and solving the requisite multi-dimensional optimization problem. For example, sprinting and running are fundamental to many forms of sport, but past research on the relationships between musculoskeletal geometry, muscle volumes, and running performance has been limited to observational studies, which have not established cause-effect relationships, and simulation studies with simplified representations of musculoskeletal geometry. In this study, we developed a novel musculoskeletal simulator that is differentiable with respect to musculoskeletal geometry and muscle volumes. This simulator enabled us to find the optimal body segment dimensions and optimal distribution of added muscle volume for sprinting and marathon running. Our simulation results replicate experimental observations, such as increased muscle mass in sprinters, as well as a mass in the lower end of the healthy BMI range and a higher leg-length-to-height ratio in marathon runners. The simulations also reveal new relationships, for example showing that hip musculature is vital to both sprinting and marathon running. We found hip flexor and extensor moment arms were maximized to optimize sprint and marathon running performance, and hip muscles the main target when we simulated strength training for sprinters. Our simulation results provide insight to inspire future studies to examine optimal strength training. Our simulator can be extended to other athletic tasks, such as jumping, or to non-athletic applications, such as designing interventions to improve mobility in older adults or individuals with movement disorders.
Tom Van Wouwe, Jennifer L. Hicks, Scott L. Delp, C. Karen Liu
PLoS Comput. Biol.4
2023 CIRCLE: Capture In Rich Contextual Environments
abstract
Synthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve non-trivial reaching tasks in the context of complex 3D scenes. To download the data please visit our website.
João Pedro Araújo 0001, Jiaman Li, Karthik Vetrivel, Rishi Agarwal, Jiajun Wu 0001, Deepak Gopinath, Alexander Clegg, C. Karen Liu
CVPR8
2023 Ego-Body Pose Estimation via Ego-Head Pose Estimation
abstract
Estimating 3D human motion from an egocentric video sequence plays a critical role in human behavior understanding and has various applications in VR/AR. However, naively learning a mapping between egocentric videos and human motions is challenging, because the user's body is often unobserved by the front-facing camera placed on the head of the user. In addition, collecting large-scale, high-quality datasets with paired egocentric videos and 3D human motions requires accurate motion capture devices, which often limit the variety of scenes in the videos to lab-like environments. To eliminate the need for paired egocentric video and human motions, we propose a new method, Ego-Body Pose Estimation via Ego-Head Pose Estimation (EgoEgo), which decomposes the problem into two stages, connected by the head motion as an intermediate representation. EgoEgo first integrates SLAM and a learning approach to estimate accurate head motion. Subsequently, leveraging the estimated head pose as input, EgoEgo utilizes conditional diffusion to generate multiple plausible full-body motions. This disentanglement of head and body pose eliminates the need for training datasets with paired egocentric videos and 3D human motion, enabling us to leverage large-scale egocentric video datasets and motion capture datasets separately. Moreover, for systematic benchmarking, we develop a synthetic dataset, AMASS-Replica-Ego-Syn (ARES), with paired egocentric videos and human motion. On both ARES and real data, our EgoEgo model performs significantly better than the current state-of-the-art methods.
Jiaman Li, C. Karen Liu, Jiajun Wu 0001
CVPR2
2023 EDGE: Editable Dance Generation From Music
abstract
Dance is an important human art form, but creating new dances can be difficult and time-consuming. In this work, we introduce Editable Dance GEneration (EDGE), a state-of-the-art method for editable dance generation that is capable of creating realistic, physically-plausible dances while remaining faithful to the input music. EDGE uses a transformer-based diffusion model paired with Jukebox, a strong music feature extractor, and confers powerful editing capabilities well-suited to dance, including joint-wise conditioning, and in-betweening. We introduce a new metric for physical plausibility, and evaluate dance quality generated by our method extensively through (1) multiple quantitative metrics on physical plausibility, beat alignment, and diversity benchmarks, and more importantly, (2) a large-scale user study, demonstrating a significant improvement over previous state-of-the-art methods. Qualitative samples from our model can be found at our website.
Jonathan Tseng, Rodrigo Castellon, C. Karen Liu
CVPR3
2023 NeMo: 3D Neural Motion Fields from Multiple Video Instances of the Same Action
abstract
The task of reconstructing 3D human motion has wide-ranging applications. The gold standard Motion capture (MoCap) systems are accurate but inaccessible to the general public due to their cost, hardware, and space constraints. In contrast, monocular human mesh recovery (HMR) methods are much more accessible than MoCap as they take single-view videos as inputs. Replacing the multi-view MoCap systems with a monocular HMR method would break the current barriers to collecting accurate 3D motion thus making exciting applications like motion analysis and motion-driven animation accessible to the general public. However, the performance of existing HMR methods degrades when the video contains challenging and dynamic motion that is not in existing MoCap datasets used for training. This reduces its appeal as dynamic motion is frequently the target in 3D motion recovery in the aforementioned applications. Our study aims to bridge the gap between monocular HMR and multi-view MoCap systems by leveraging information shared across multiple video instances of the same action. We introduce the Neural Motion (NeMo) field. It is optimized to represent the underlying 3D motions across a set of videos of the same action. Empirically, we show that NeMo can recover 3D motion in sports using videos from the Penn Action dataset, where NeMo outperforms existing HMR methods in terms of 2D keypoint detection. To further validate NeMo using 3D metrics, we collected a small MoCap dataset mimicking actions in Penn Action, and show that NeMo achieves better 3D reconstruction compared to various baselines.
Kuan-Chieh Wang, Zhenzhen Weng, Maria Xenochristou, João Pedro Araújo 0001, Jeffrey Gu, C. Karen Liu, Serena Yeung-Levy
CVPR6
2023 Trajectory and Sway Prediction Towards Fall Prevention
abstract
Falls are the leading cause of fatal and non-fatal injuries, particularly for older persons. Imbalance can result from the body's internal causes (illness), or external causes (active or passive perturbation). Active perturbation results from applying an external force to a person, while passive perturbation results from human motion interacting with a static obstacle. This work proposes a metric that allows for the monitoring of the persons torso and its correlation to active and passive perturbations. We show that large changes in the torso sway can be strongly correlated to active perturbations. We also show that we can reasonably predict the future path and expected change in torso sway by conditioning the expected path and torso sway on the past trajectory, torso motion, and the surrounding scene. This could have direct future applications to fall prevention. Results demonstrate that the torso sway is strongly correlated with perturbations. And our model is able to make use of the visual cues presented in the panorama and condition the prediction accordingly.
Weizhuo Wang 0001, Michael Raitor, Steven H. Collins, C. Karen Liu, Monroe Kennedy III
ICRA4
2023 On Designing a Learning Robot: Improving Morphology for Enhanced Task Performance and Learning
abstract
As robots become more prevalent, optimizing their design for better performance and efficiency is becoming increasingly important. However, current robot design practices overlook the impact of perception and design choices on a robot's learning capabilities. To address this gap, we propose a comprehensive methodology that accounts for the interplay between the robot's perception, hardware characteristics, and task requirements. Our approach optimizes the robot's morphology holistically, leading to improved learning and task execution proficiency. To achieve this, we introduce a Morphology-AGnostIc Controller (MAGIC), which helps with the rapid assessment of different robot designs. The MAGIC policy is efficiently trained through a novel PRIvileged Single-stage learning via latent alignMent (PRISM) framework, which also encourages behaviors that are typical of robot onboard observation. Our simulation-based results demonstrate that morphologies optimized holistically improve the robot performance by 15-20% on various manipulation tasks, and require 25x less data to match human-expert made morphology performance. In summary, our work contributes to the growing trend of learning-based approaches in robotics and emphasizes the potential in designing robots that facilitate better learning. The project's website can be found at learning-robot.github.io
Maks Sorokin, Chuyuan Fu, Jie Tan 0001, C. Karen Liu, Sehoon Ha, Mohi Khansari
IROS4
2023 DROP: Dynamics Responses from Human Motion Prior and Projective Dynamics
abstract
Synthesizing realistic human movements, dynamically responsive to the environment, is a long-standing objective in character animation, with applications in computer vision, sports, and healthcare, for motion prediction and data augmentation. Recent kinematics-based generative motion models offer impressive scalability in modeling extensive motion data, albeit without an interface to reason about and interact with physics. While simulator-in-the-loop learning approaches enable highly physically realistic behaviors, the challenges in training often affect scalability and adoption. We introduce DROP, a novel framework for modeling Dynamics Responses of humans using generative mOtion prior and Projective dynamics. DROP can be viewed as a highly stable, minimalist physics-based human simulator that interfaces with a kinematics-based generative motion prior. Utilizing projective dynamics, DROP allows flexible and simple integration of the learned motion prior as one of the projective energies, seamlessly incorporating control provided by the motion prior with Newtonian dynamics. Serving as a model-agnostic plug-in, DROP enables us to fully leverage recent advances in generative motion models for physics-based motion synthesis. We conduct extensive evaluations of our model across different motion tasks and various physical perturbations, demonstrating the scalability and diversity of responses.
Yifeng Jiang 0002, Jungdam Won, Yuting Ye, C. Karen Liu
SIGGRAPH Asia4
2023 Physically Plausible Animation of Human Upper Body from a Single Image
abstract
We present a new method for generating controllable, dynamically responsive, and photorealistic human animations. Given an image of a person, our system allows the user to generate Physically plausible Upper Body Animation (PUBA) using interaction in the image space, such as dragging their hand to various locations. We formulate a reinforcement learning problem to train a dynamic model that predicts the person’s next 2D state (i.e., keypoints on the image) conditioned on a 3D action (i.e., joint torque), and a policy that outputs optimal actions to control the person to achieve desired goals. The dynamic model leverages the expressiveness of 3D simulation and the visual realism of 2D videos. PUBA generates 2D keypoint sequences that achieve task goals while being responsive to forceful perturbation. The sequences of keypoints are then translated by a pose-to-image generator to produce the final photorealistic video.
Zhengping Zhou, Yung-Yu Chuang, Jiajun Wu 0001, C. Karen Liu
WACV5
2023 Simulating the effect of ankle plantarflexion and inversion-eversion exoskeleton torques on center of mass kinematics during walking
abstract
Walking balance is central to independent mobility, and falls due to loss of balance are a leading cause of death for people 65 years of age and older. Bipedal gait is typically unstable, but healthy humans use corrective torques to counteract perturbations and stabilize gait. Exoskeleton assistance could benefit people with neuromuscular deficits by providing stabilizing torques at lower-limb joints to replace lost muscle strength and sensorimotor control. However, it is unclear how applied exoskeleton torques translate to changes in walking kinematics. This study used musculoskeletal simulation to investigate how exoskeleton torques applied to the ankle and subtalar joints alter center of mass kinematics during walking. We first created muscle-driven walking simulations using OpenSim Moco by tracking experimental kinematics and ground reaction forces recorded from five healthy adults. We then used forward integration to simulate the effect of exoskeleton torques applied to the ankle and subtalar joints while keeping muscle excitations fixed based on our previous tracking simulation results. Exoskeleton torque lasted for 15% of the gait cycle and was applied between foot-flat and toe-off during the stance phase, and changes in center of mass kinematics were recorded when the torque application ended. We found that changes in center of mass kinematics were dependent on both the type and timing of exoskeleton torques. Plantarflexion torques produced upward and backward changes in velocity of the center of mass in mid-stance and upward and smaller forward velocity changes near toe-off. Eversion and inversion torques primarily produced lateral and medial changes in velocity in mid-stance, respectively. Intrinsic muscle properties reduced kinematic changes from exoskeleton torques. Our results provide mappings between ankle plantarflexion and inversion-eversion torques and changes in center of mass kinematics which can inform designers building exoskeletons aimed at stabilizing balance during walking. Our simulations and software are freely available and allow researchers to explore the effects of applied torques on balance and gait.
Nicholas A. Bianco, Steven H. Collins, C. Karen Liu, Scott L. Delp
PLoS Comput. Biol.3
2023 From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
abstract
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de.
Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, Sergi Pujades, C. Karen Liu, Michael J. Black
ACM Trans. Graph.6
2023 Anatomically Detailed Simulation of Human Torso
abstract
Many existing digital human models approximate the human skeletal system using rigid bodies connected by rotational joints. While the simplification is considered acceptable for legs and arms, it significantly lacks fidelity to model rich torso movements in common activities such as dancing, Yoga, and various sports. Research from biomechanics provides more detailed modeling for parts of the torso, but their models often operate in isolation and are not fast and robust enough to support computationally heavy applications and large-scale data generation for full-body digital humans. This paper proposes a new torso model that aims to achieve high fidelity both in perception and in functionality, while being computationally feasible for simulation and optimal control tasks. We build a detailed human torso model consisting of various anatomical components, including facets, ligaments, and intervertebral discs, by coupling efficient finite-element and rigid-body simulations. Given an existing motion capture sequence without dense markers placed on the torso, our new model is able to recover the underlying torso bone movements. Our method is remarkably robust that it can be used to automatically "retrofit" the entire Mixamo motion database of highly diverse human motions without user intervention. We also show that our model is computationally efficient for solving trajectory optimization of highly dynamic full-body movements, without relying any reference motion. Physiological validity of the model is validated against established literature.
Yifeng Jiang 0002, C. Karen Liu
ACM Trans. Graph.3
2023 Object Motion Guided Human Motion Synthesis
abstract
Modeling human behaviors in contextual environments has a wide range of applications in character animation, embodied AI, VR/AR, and robotics. In real-world scenarios, humans frequently interact with the environment and manipulate various objects to complete daily tasks. In this work, we study the problem of full-body human motion synthesis for the manipulation of large-sized objects. We propose Object MOtion guided human MOtion synthesis (OMOMO), a conditional diffusion framework that can generate full-body manipulation behaviors from only the object motion. Since naively applying diffusion models fails to precisely enforce contact constraints between the hands and the object, OMOMO learns two separate denoising processes to first predict hand positions from object motion and subsequently synthesize full-body poses based on the predicted hand positions. By employing the hand positions as an intermediate representation between the two denoising processes, we can explicitly enforce contact constraints, resulting in more physically plausible manipulation motions. With the learned model, we develop a novel system that captures full-body human manipulation motions by simply attaching a smartphone to the object being manipulated. Through extensive experiments, we demonstrate the effectiveness of our proposed pipeline and its ability to generalize to unseen objects. Additionally, as high-quality human-object interaction datasets are scarce, we collect a large-scale dataset consisting of 3D object geometry, object motion, and human motion. Our dataset contains human-object interaction motion for 15 objects, with a total duration of approximately 10 hours.
Jiaman Li, Jiajun Wu 0001, C. Karen Liu
ACM Trans. Graph.3
2023 Characterizing Multidimensional Capacitive Servoing for Physical Human-Robot Interaction
abstract
Toward the goal of robots performing robust and intelligent physical interactions with people, it is crucial that robots are able to accurately sense the human body, follow trajectories around the body, and track human motion. This study introduces a capacitive servoing control scheme that allows a robot to sense and navigate around human limbs during close physical interactions. Capacitive servoing leverages temporal measurements from a multielectrode capacitive sensor array mounted on a robot's end effector to estimate the relative position and orientation (pose) of a nearby human limb. Capacitive servoing then uses these human pose estimates from a data-driven pose estimator within a feedback control loop in order to maneuver the robot's end effector around the surface of a human limb. We provide a design overview of capacitive sensors for human–robot interaction and then investigate the performance and generalization of capacitive servoing through an experiment with 12 human participants. The results indicate that multidimensional capacitive servoing enables a robot's end effector to move proximally or distally along human limbs while adapting to human pose. Using a cross-validation experiment, results further show that capacitive servoing generalizes well across people with different body size.
Zackory Erickson, Henry M. Clever, Vamsee Gangaram, Eliot Xing, Greg Turk, C. Karen Liu, Charles C. Kemp
IEEE Trans. Robotics6
2022 ADeLA: Automatic Dense Labeling with Attention for Viewpoint Shift in Semantic Segmentation
abstract
We describe a method to deal with performance drop in semantic segmentation caused by viewpoint changes within multi-camera systems, where temporally paired images are readily available, but the annotations may only be abundant for a few typical views. Existing methods alleviate performance drop via domain alignment in a shared space and assume that the mapping from the aligned space to the output is transferable. However, the novel content induced by viewpoint changes may nullify such a space for effective alignments, thus resulting in negative adaptation. Our method works without aligning any statistics of the images between the two domains. Instead, it utilizes a novel attention-based view transformation network trained only on color images to hallucinate the semantic images for the target. Despite the lack of supervision, the view transformation network can still generalize to semantic images thanks to the induced “information transport” bias. Furthermore, to resolve ambiguities in converting the semantic images to semantic labels, we treat the view transformation network as a functional representation of an unknown mapping implied by the color images and propose functional label hallucination to generate pseudo-labels with uncertainties in the target domains. Our method surpasses baselines built on state-of-the-art correspondence estimation and view synthesis methods. Moreover, it outperforms the state-of-the-art unsupervised domain adaptation methods that utilize self-training and adversarial domain alignments. Our code and dataset will be made publicly available.
Hanxiang Ren, Yanchao Yang 0001, He Wang 0010, Bokui Shen, Qingnan Fan, Youyi Zheng, C. Karen Liu, Leonidas J. Guibas
CVPR7
2022 GIMO: Gaze-Informed Human Motion Prediction in Context
Yanchao Yang 0001, Kaichun Mo, Jiaman Li, Tao Yu 0007, Yebin Liu, C. Karen Liu, Leonidas J. Guibas
ECCV (13)7
2022 Task-Specific Design Optimization and Fabrication for Inflated-Beam Soft Robots with Growable Discrete Joints
abstract
Soft robot serial chain manipulators with the capability for growth, stiffness control, and discrete joints have the potential to approach the dexterity of traditional robot arms, while improving safety, lowering cost, and providing an increased workspace, with potential application in home environments. This paper presents an approach for design optimization of such robots to reach specified targets while minimizing the number of discrete joints and thus construction and actuation costs. We define a maximum number of allowable joints, as well as hardware constraints imposed by the materials and actuation available for soft growing robots, and we formulate and solve an optimization problem to output a planar robot design, i.e., the total number of potential joints and their locations along the robot body, which reaches all the desired targets, avoids known obstacles, and maximizes the workspace. We demonstrate a process to rapidly construct the resulting soft growing robot design. Finally, we use our algorithm to evaluate the ability of this design to reach new targets and demonstrate the algorithm's utility as a design tool to explore robot capabilities given various constraints and objectives.
Ioannis Exarchos, Karen Wang, Brian H. Do, Fabio Stroppa, Margaret M. Coad, Allison M. Okamura, C. Karen Liu
ICRA7
2022 Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation
abstract
Real-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points” (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods.
Yifeng Jiang 0002, Yuting Ye, Deepak Gopinath, Jungdam Won, Alexander W. Winkler, C. Karen Liu
SIGGRAPH Asia6
2022 Scene Synthesis from Human Motion
abstract
Large-scale capture of human motion with diverse, complex scenes, while immensely useful, is often considered prohibitively costly. Meanwhile, human motion alone contains rich information about the scene they reside in and interact with. For example, a sitting human suggests the existence of a chair, and their leg position further implies the chair’s pose. In this paper, we propose to synthesize diverse, semantically reasonable, and physically plausible scenes based on human motion. Our framework, Scene Synthesis from HUMan MotiON (SUMMON), includes two steps. It first uses ContactFormer, our newly introduced contact predictor, to obtain temporally consistent contact labels from human motion. Based on these predictions, SUMMON then chooses interacting objects and optimizes physical plausibility losses; it further populates the scene with objects that do not interact with humans. Experimental results demonstrate that SUMMON synthesizes feasible, plausible, and diverse scenes and has the potential to generate extensive human-scene interaction data for the community.
Sifan Ye, Yixing Wang, Jiaman Li, Dennis Park, C. Karen Liu, Huazhe Xu, Jiajun Wu 0001
SIGGRAPH Asia5
2022 A Survey on Reinforcement Learning Methods in Character Animation
abstract
Abstract Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically‐based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents.
Ariel Kwiatkowski, Eduardo Alvarado, Vicky Kalogeiton, C. Karen Liu, Julien Pettré, Michiel van de Panne, Marie-Paule Cani
Comput. Graph. Forum4
2022 Learning Task-Agnostic Action Spaces for Movement Optimization
abstract
We propose a novel method for exploring the dynamics of physically based animated characters, and learning a task-agnostic action space that makes movement optimization easier. Like several previous article, we parameterize actions as target states, and learn a short-horizon goal-conditioned low-level control policy that drives the agent's state towards the targets. Our novel contribution is that with our exploration data, we are able to learn the low-level policy in a generic manner and without any reference movement data. Trained once for each agent or simulation environment, the policy improves the efficiency of optimizing both trajectories and high-level policies across multiple tasks and optimization algorithms. We also contribute novel visualizations that show how using target states as actions makes optimized trajectories more robust to disturbances; this manifests as wider optima that are easy to find. Due to its simplicity and generality, our proposed approach should provide a building block that can improve a large variety of movement optimization methods and applications.
Amin Babadi, Michiel van de Panne, C. Karen Liu, Perttu Hämäläinen
IEEE Trans. Vis. Comput. Graph.3
2022 Visualizing Movement Control Optimization Landscapes
abstract
A large body of animation research focuses on optimization of movement control, either as action sequences or policy parameters. However, as closed-form expressions of the objective functions are often not available, our understanding of the optimization problems is limited. Building on recent work on analyzing neural network training, we contribute novel visualizations of high-dimensional control optimization landscapes; this yields insights into why control optimization is hard and why common practices like early termination and spline-based action parameterizations make optimization easier. For example, our experiments show how trajectory optimization can become increasingly ill-conditioned with longer trajectories, but parameterizing control as partial target states—e.g., target angles converted to torques using a PD-controller—can act as an efficient preconditioner. Both our visualizations and quantitative empirical data also indicate that neural network policy optimization scales better than trajectory optimization for long planning horizons. Our work advances the understanding of movement optimization and our visualizations should also provide value in educational use.
Perttu Hämäläinen, Juuso Toikka, Amin Babadi, C. Karen Liu
IEEE Trans. Vis. Comput. Graph.4
2021 SimGAN: Hybrid Simulator Identification for Domain Adaptation via Adversarial Reinforcement Learning
abstract
As learning-based approaches progress towards automating robot controllers design, transferring learned policies to new domains with different dynamics (e.g. sim-to-real transfer) still demands manual effort. This paper introduces SimGAN, a framework to tackle domain adaptation by identifying a hybrid physics simulator to match the simulated trajectories to the ones from the target domain, using a learned discriminative loss to address the limitations associated with manual loss design. Our hybrid simulator combines neural networks and traditional physics simulation to balance expressiveness and generalizability, and alleviates the need for a carefully selected parameter set in System ID. Once the hybrid simulator is identified via adversarial reinforcement learning, it can be used to refine policies for the target domain, without the need to interleave data collection and policy refinement. We show that our approach outperforms multiple strong baselines on six robotic locomotion tasks for domain adaptation.
Yifeng Jiang 0002, Tingnan Zhang, Daniel Ho, C. Karen Liu, Sergey Levine, Jie Tan 0001
ICRA5
2021 Protective Policy Transfer
abstract
Being able to transfer existing skills to new situations is a key capability when training robots to operate in unpredictable real-world environments. A successful transfer algorithm should not only minimize the number of samples that the robot needs to collect in the new environment, but also prevent the robot from damaging itself or the surrounding environment during the transfer process. In this work, we introduce a policy transfer algorithm for adapting robot locomotion skills to novel scenarios while minimizing serious failures. Our algorithm trains two control policies in the training environment: a task policy that is optimized to complete the task of interest, and a protective policy that is dedicated to keep the robot from unsafe events (e.g. falling to the ground). To decide which policy to use during execution, we learn a safety estimator model in the training environment that estimates a continuous safety level of the robot. When used with a set of thresholds, the safety estimator becomes a classifier for switching between the protective policy and the task policy. We evaluate our approach on four simulated robot locomotion problems and show that our method can achieve successful transfer to notably different environments while taking the robot’s safety into consideration.
Wenhao Yu 0003, C. Karen Liu, Greg Turk
ICRA2
2021 Policy Transfer via Kinematic Domain Randomization and Adaptation
abstract
Transferring reinforcement learning policies trained in physics simulation to the real hardware remains a challenge, known as the "sim-to-real" gap. Domain randomization is a simple yet effective technique to address dynamics discrepancies across source and target domains, but its success generally depends on heuristics and trial-and-error. In this work we investigate the impact of randomized parameter selection on policy transferability across different types of domain discrepancies. Contrary to common practice in which kinematic parameters are carefully measured while dynamic parameters are randomized, we found that virtually randomizing kinematic parameters (e.g., link lengths) during training in simulation generally outperforms dynamic randomization. Based on this finding, we introduce a new domain adaptation algorithm that utilizes simulated kinematic parameters variation. Our algorithm, Multi-Policy Bayesian Optimization, trains an ensemble of universal policies conditioned on virtual kinematic parameters and efficiently adapts to the target environment using a limited number of target domain rollouts. We showcase our findings on a simulated quadruped robot in five different target environments covering different aspects of domain discrepancies.
Ioannis Exarchos, Yifeng Jiang 0002, Wenhao Yu 0003, C. Karen Liu
ICRA4
2021 COCOI: Contact-aware Online Context Inference for Generalizable Non-planar Pushing
abstract
General contact-rich manipulation problems are long-standing challenges in robotics due to the difficulty of understanding complicated contact physics. Deep reinforcement learning (RL) has shown great potential in solving robot manipulation tasks. However, existing RL policies have limited adaptability to environments with diverse dynamics properties, which is pivotal in solving many contact-rich manipulation tasks. In this work, we propose Contact-aware Online COntext Inference (COCOI), a deep RL method that encodes a context embedding of dynamics properties online using contact-rich interactions. We sample sensor data using a novel contact-aware strategy and formulate an interpretable dynamics transition module. We study this method based on a novel and challenging non-planar pushing task, where the robot uses a monocular camera image and wrist force torque sensor reading to push an object to a goal location while keeping it upright. We run extensive experiments to demonstrate the capability of COCOI in a wide range of settings and dynamics properties in simulation, and also in a sim-to-real transfer scenario on a real robot (Webpage: https://context-inference.github.io/).
Wenhao Yu 0003, Chuyuan Fu, Masayoshi Tomizuka, C. Karen Liu, Daniel Ho
IROS8
2021 DASH: Modularized Human Manipulation Simulation with Vision and Language for Embodied AI
abstract
Creating virtual humans with embodied, human-like perceptual and actuation constraints has the promise to provide an integrated simulation platform for many scientific and engineering applications. We present Dynamic and Autonomous Simulated Human (DASH), an embodied virtual human that, given natural language commands, performs grasp-and-stack tasks in a physically-simulated cluttered environment solely using its own visual perception, proprioception, and touch, without requiring human motion data. By factoring the DASH system into a vision module, a language module, and manipulation modules of two skill categories, we can mix and match analytical and machine learning techniques for different modules so that DASH is able to not only perform randomly arranged tasks with a high success rate, but also do so under anthropomorphic constraints and with fluid and diverse motions. The modular design also favors analysis and extensibility to more complex manipulation skills.
Yifeng Jiang 0002, Michelle Guo, Jiangshan Li, Ioannis Exarchos, Jiajun Wu 0001, C. Karen Liu
SCA6
2021 Learning Human Search Behavior from Egocentric Visual Inputs
abstract
Abstract “Looking for things” is a mundane but critical task we repeatedly carry on in our daily life. We introduce a method to develop a human character capable of searching for a randomly located target object in a detailed 3D scene using its locomotion capability and egocentric vision perception represented as RGBD images. By depriving the privileged 3D information from the human character, it is forced to move and look around simultaneously to account for the restricted sensing capability, resulting in natural navigation and search behaviors. Our method consists of two components: 1) a search control policy based on an abstract character model, and 2) an online replanning control module for synthesizing detailed kinematic motion based on the trajectories planned by the search policy. We demonstrate that the combined techniques enable the character to effectively find often occluded household items in indoor environments. The same search policy can be applied to different full body characters without the need of retraining. We evaluate our method quantitatively by testing it on randomly generated scenarios. Our work is a first step toward creating intelligent virtual agents with human‐like behaviors driven by onboard sensors, paving the road toward future robotic applications.
Maks Sorokin, Wenhao Yu 0003, Sehoon Ha, C. Karen Liu
Comput. Graph. Forum4
2021 Sim2Real in Robotics and Automation: Applications and Challenges
abstract
To Perform reliably and consistently over sustained periods of time, large-scale automation critically relies on computer simulation. Simulation allows us and supervisory AI to effectively design, validate, and continuously improve complex processes, and helps practitioners to gain insight into the operation and justify future investments. While numerous successful applications of simulation in industry exist, such as circuit simulation, finite element methods, and computeraided design (CAD), state-of-the-art simulators fall short of accurately modeling physical phenomena, such as friction, impact, and deformation.
Sebastian Höfer, Kostas E. Bekris, Ankur Handa, Juan Camilo Gamboa, Melissa Mozifian, Florian Golemo, Christopher G. Atkeson, Dieter Fox, Kenneth Y. Goldberg, John J. Leonard, C. Karen Liu, Jan Peters 0001, Shuran Song, Peter Welinder, Martha White
IEEE Trans Autom. Sci. Eng.11
2020 Bodies at Rest: 3D Human Pose and Shape Estimation From a Pressure Image Using Synthetic Data
abstract
People spend a substantial part of their lives at rest in bed. 3D human pose and shape estimation for this activity would have numerous beneficial applications, yet line-of-sight perception is complicated by occlusion from bedding. Pressure sensing mats are a promising alternative, but training data is challenging to collect at scale. We describe a physics-based method that simulates human bodies at rest in a bed with a pressure sensing mat, and present PressurePose, a synthetic dataset with 206K pressure images with 3D human poses and shapes. We also present PressureNet, a deep learning model that estimates human pose and shape given a pressure image and gender. PressureNet incorporates a pressure map reconstruction (PMR) network that models pressure image generation to promote consistency between estimated 3D body models and pressure image input. In our evaluations, PressureNet performed well with real data from participants in diverse poses, even though it had only been trained with synthetic data. When we ablated the PMR network, performance dropped substantially.
Henry M. Clever, Zackory Erickson, Ariel Kapusta, Greg Turk, C. Karen Liu, Charles C. Kemp
CVPR5
2020 Assistive Gym: A Physics Simulation Framework for Assistive Robotics
abstract
Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical interaction between people and robots. Physics simulations have been used to optimize and train robots for physical assistance, but have typically focused on a single task. In this paper, we present Assistive Gym, an open source physics simulation framework for assistive robots that models multiple tasks. It includes six simulated environments in which a robotic manipulator can attempt to assist a person with activities of daily living (ADLs): itch scratching, drinking, feeding, body manipulation, dressing, and bathing. Assistive Gym models a person's physical capabilities and preferences for assistance, which are used to provide a reward function. We present baseline policies trained using reinforcement learning for four different commercial robots in the six environments. We demonstrate that modeling human motion results in better assistance and we compare the performance of different robots. Overall, we show that Assistive Gym is a promising tool for assistive robotics research.
Zackory Erickson, Vamsee Gangaram, Ariel Kapusta, C. Karen Liu, Charles C. Kemp
ICRA4
2020 Learning a Control Policy for Fall Prevention on an Assistive Walking Device
abstract
Fall prevention is one of the most important components in senior care. We present a technique to augment an assistive walking device with the ability to prevent falls. Given an existing walking device, our method develops a fall predictor and a recovery policy by utilizing the onboard sensors and actuators. The key component of our method is a robust human walking policy that models realistic human gait under a moderate level of perturbations. We use this human walking policy to provide training data for the fall predictor, as well as to teach the recovery policy how to best modify the person's gait when a fall is imminent. Our evaluation shows that the human walking policy generates walking sequences similar to those reported in biomechanics literature. Our experiments in simulation show that the augmented assistive device can indeed help recover balance from a variety of external perturbations. We also provide a quantitative method to evaluate the design choices for an assistive device.
Visak C. V. Kumar, Sehoon Ha, Gregory S. Sawicki, C. Karen Liu
ICRA4
2020 Learning to manipulate amorphous materials
abstract
We present a method of training character manipulation of amorphous materials such as those often used in cooking. Common examples of amorphous materials include granular materials (salt, uncooked rice), fluids (honey), and visco-plastic materials (sticky rice, softened butter). A typical task is to spread a given material out across a flat surface using a tool such as a scraper or knife. We use reinforcement learning to train our controllers to manipulate materials in various ways. The training is performed in a physics simulator that uses position-based dynamics of particles to simulate the materials to be manipulated. The neural network control policy is given observations of the material (e.g. a low-resolution density map), and the policy outputs actions such as rotating and translating the knife. We demonstrate policies that have been successfully trained to carry out the following tasks: spreading, gathering, and flipping. We produce a final animation by using inverse kinematics to guide a character's arm and hand to match the motion of the manipulation tool such as a knife or a frying pan.
Wenhao Yu 0003, C. Karen Liu, Charles C. Kemp, Greg Turk
ACM Trans. Graph.3
2019 Policy Transfer with Strategy Optimization
Wenhao Yu 0003, C. Karen Liu, Greg Turk
ICLR (Poster)2
2019 Sim-to-Real Transfer for Biped Locomotion
abstract
We present a new approach for transfer of dynamic robot control policies such as biped locomotion from simulation to real hardware. Key to our approach is to perform system identification of the model parameters μ of the hardware (e.g. friction, center-of-mass) in two distinct stages, before policy learning (pre-sysID) and after policy learning (post-sysID). Pre-sysID begins by collecting trajectories from the physical hardware based on a set of generic motion sequences. Because the trajectories may not be related to the task of interest, presysID does not attempt to accurately identify the true value of μ, but only to approximate the range of μ to guide the policy learning. Next, a Projected Universal Policy (PUP) is created by simultaneously training a network that projects μ to a low-dimensional latent variable η and a family of policies that are conditioned on η. The second round of system identification (post-sysID) is then carried out by deploying the PUP on the robot hardware using task-relevant trajectories. We use Bayesian Optimization to determine the values for η that optimize the performance of PUP on the real hardware. We have used this approach to create three successful biped locomotion controllers (walk forward, walk backwards, walk sideways) on the Darwin OP2 robot.
Wenhao Yu 0003, Visak C. V. Kumar, Greg Turk, C. Karen Liu
IROS4
2019 Synthesis of biologically realistic human motion using joint torque actuation
abstract
Using joint actuators to drive the skeletal movements is a common practice in character animation, but the resultant torque patterns are often unnatural or infeasible for real humans to achieve. On the other hand, physiologically-based models explicitly simulate muscles and tendons and thus produce more human-like movements and torque patterns. This paper introduces a technique to transform an optimal control problem formulated in the muscle-actuation space to an equivalent problem in the joint-actuation space, such that the solutions to both problems have the same optimal value. By solving the equivalent problem in the joint-actuation space, we can generate human-like motions comparable to those generated by musculotendon models, while retaining the benefit of simple modeling and fast computation offered by joint-actuation models. Our method transforms constant bounds on muscle activations to nonlinear, state-dependent torque limits in the joint-actuation space. In addition, the metabolic energy function on muscle activations is transformed to a nonlinear function of joint torques, joint configuration and joint velocity. Our technique can also benefit policy optimization using deep reinforcement learning approach, by providing a more anatomically realistic action space for the agent to explore during the learning process. We take the advantage of the physiologically-based simulator, OpenSim, to provide training data for learning the torque limits and the metabolic energy function. Once trained, the same torque limits and the energy function can be applied to drastically different motor tasks formulated as either trajectory optimization or policy learning.
Yifeng Jiang 0002, Tom Van Wouwe, Friedl De Groote, C. Karen Liu
ACM Trans. Graph.4
2018 Deep Haptic Model Predictive Control for Robot-Assisted Dressing
abstract
Robot-assisted dressing offers an opportunity to benefit the lives of many people with disabilities, such as some older adults. However, robots currently lack common sense about the physical implications of their actions on people. The physical implications of dressing are complicated by non-rigid garments, which can result in a robot indirectly applying high forces to a person's body. We present a deep recurrent model that, when given a proposed action by the robot, predicts the forces a garment will apply to a person's body. We also show that a robot can provide better dressing assistance by using this model with model predictive control. The predictions made by our model only use haptic and kinematic observations from the robot's end effector, which are readily attainable. Collecting training data from real world physical human-robot interaction can be time consuming, costly, and put people at risk. Instead, we train our predictive model using data collected in an entirely self-supervised fashion from a physics-based simulation. We evaluated our approach with a PR2 robot that attempted to pull a hospital gown onto the arms of 10 human participants. With a 0.2s prediction horizon, our controller succeeded at high rates and lowered applied force while navigating the garment around a persons fist and elbow without getting caught. Shorter prediction horizons resulted in significantly reduced performance with the sleeve catching on the participants' fists and elbows, demonstrating the value of our model's predictions. These behaviors of mitigating catches emerged from our deep predictive model and the controller objective function, which primarily penalizes high forces.
Zackory Erickson, Henry M. Clever, Greg Turk, C. Karen Liu, Charles C. Kemp
ICRA4
2018 Data-Driven Approach to Simulating Realistic Human Joint Constraints
abstract
Modeling realistic human joint limits is important for applications involving physical human-robot interaction. However, setting appropriate human joint limits is challenging because it is pose-dependent: the range of joint motion varies depending on the positions of other bones. The paper introduces a new technique to accurately simulate human joint limits in physics simulation. We propose to learn an implicit equation to represent the boundary of valid human joint configurations from real human data. The function in the implicit equation is represented by a fully connected neural network whose gradients can be efficiently computed via back-propagation. Using gradients, we can efficiently enforce realistic human joint limits through constraint forces in a physics engine or as constraints in an optimization problem.
Yifeng Jiang 0002, C. Karen Liu
ICRA2
2018 Learning to dress: synthesizing human dressing motion via deep reinforcement learning
abstract
Creating animation of a character putting on clothing is challenging due to the complex interactions between the character and the simulated garment. We take a model-free deep reinforcement learning (deepRL) approach to automatically discovering robust dressing control policies represented by neural networks. While deepRL has demonstrated several successes in learning complex motor skills, the data-demanding nature of the learning algorithms is at odds with the computationally costly cloth simulation required by the dressing task. This paper is the first to demonstrate that, with an appropriately designed input state space and a reward function, it is possible to incorporate cloth simulation in the deepRL framework to learn a robust dressing control policy. We introduce a salient representation of haptic information to guide the dressing process and utilize it in the reward function to provide learning signals during training. In order to learn a prolonged sequence of motion involving a diverse set of manipulation skills, such as grasping the edge of the shirt or pulling on a sleeve, we find it necessary to separate the dressing task into several subtasks and learn a control policy for each subtask. We introduce a policy sequencing algorithm that matches the distribution of output states from one task to the input distribution for the next task in the sequence. We have used this approach to produce character controllers for several dressing tasks: putting on a t-shirt, putting on a jacket, and robot-assisted dressing of a sleeve.
Alexander Clegg, Wenhao Yu 0003, Jie Tan 0001, C. Karen Liu, Greg Turk
ACM Trans. Graph.4
2018 Learning symmetric and low-energy locomotion
abstract
Learning locomotion skills is a challenging problem. To generate realistic and smooth locomotion, existing methods use motion capture, finite state machines or morphology-specific knowledge to guide the motion generation algorithms. Deep reinforcement learning (DRL) is a promising approach for the automatic creation of locomotion control. Indeed, a standard benchmark for DRL is to automatically create a running controller for a biped character from a simple reward function [Duan et al. 2016]. Although several different DRL algorithms can successfully create a running controller, the resulting motions usually look nothing like a real runner. This paper takes a minimalist learning approach to the locomotion problem, without the use of motion examples, finite state machines, or morphology-specific knowledge. We introduce two modifications to the DRL approach that, when used together, produce locomotion behaviors that are symmetric, low-energy, and much closer to that of a real person. First, we introduce a new term to the loss function (not the reward function) that encourages symmetric actions. Second, we introduce a new curriculum learning method that provides modulated physical assistance to help the character with left/right balance and forward movement. The algorithm automatically computes appropriate assistance to the character and gradually relaxes this assistance, so that eventually the character learns to move entirely without help. Because our method does not make use of motion capture data, it can be applied to a variety of character morphologies. We demonstrate locomotion controllers for the lower half of a biped, a full humanoid, a quadruped, and a hexapod. Our results show that learned policies are able to produce symmetric, low-energy gaits. In addition, speed-appropriate gait patterns emerge without any guidance from motion examples or contact planning.
Wenhao Yu 0003, Greg Turk, C. Karen Liu
ACM Trans. Graph.3
2017 What does the person feel? Learning to infer applied forces during robot-assisted dressing
abstract
During robot-assisted dressing, a robot manipulates a garment in contact with a person's body. Inferring the forces applied to the person's body by the garment might enable a robot to provide more effective assistance and give the robot insight into what the person feels. However, complex mechanics govern the relationship between the robot's end effector and these forces. Using a physics-based simulation and data-driven methods, we demonstrate the feasibility of inferring forces across a person's body using only end effector measurements. Specifically, we present a long short-term memory (LSTM) network that at each time step takes a 9-dimensional input vector of force, torque, and velocity measurements from the robot's end effector and outputs a force map consisting of hundreds of inferred force magnitudes across the person's body. We trained and evaluated LSTMs on two tasks: pulling a hospital gown onto an arm and pulhng shorts onto a leg. For both tasks, the LSTMs produced force maps that were similar to ground truth when visualized as heat maps across the limbs. We also evaluated their performance in terms of root-mean-square error. Their performance degraded when the end effector velocity was increased outside the training range, but generalized well to limb rotations. Overall, our results suggest that robots could learn to infer the forces people feel during robot-assisted dressing, although the extent to which this will generalize to the real world remains an open question.
Zackory Erickson, Alexander Clegg, Wenhao Yu 0003, Greg Turk, C. Karen Liu, Charles C. Kemp
ICRA5
2017 Footstep and motion planning in semi-unstructured environments using randomized possibility graphs
abstract
Traversing environments with arbitrary obstacles poses significant challenges for bipedal robots. In some cases, whole body motions may be necessary to maneuver around an obstacle, but most existing footstep planners can only select from a discrete set of predetermined footstep actions; they are unable to utilize the continuum of whole body motion that is truly available to the robot platform. Existing motion planners that can utilize whole body motion tend to struggle with the complexity of large-scale problems. We introduce a planning method, called the “Randomized Possibility Graph”, which uses high-level approximations of constraint manifolds to rapidly explore the “possibility” of actions, thereby allowing lower-level motion planners to be utilized more efficiently. We demonstrate simulations of the method working in a variety of semi-unstructured environments. In this context, “semi-unstructured” means the walkable terrain is flat and even, but there are arbitrary 3D obstacles throughout the environment which may need to be stepped over or maneuvered around using whole body motions.
Michael X. Grey, Aaron D. Ames, C. Karen Liu
ICRA3
2017 Differential dynamic programming with nonlinear constraints
abstract
Differential dynamic programming (DDP) is a widely used trajectory optimization technique that addresses nonlinear optimal control problems, and can readily handle nonlinear cost functions. However, it does not handle either state or control constraints. This paper presents a novel formulation of DDP that is able to accommodate arbitrary nonlinear inequality constraints on both state and control. The main insight in standard DDP is that a quadratic approximation of the value function can be derived using a recursive backward pass, however the recursive formulae are only valid for unconstrained problems. The main technical contribution of the presented method is a derivation of the recursive quadratic approximation formula in the presence of nonlinear constraints, after a set of active constraints has been identified at each point in time. This formula is used in a new Constrained-DDP (CDDP) algorithm that iteratively determines these active set and is guaranteed to converge toward a local minimum. CDDP is demonstrated on several underactuated optimal control problems up to 12D with obstacle avoidance and control constraints and is shown to outperform other methods for accommodating constraints.
Zhaoming Xie, C. Karen Liu, Kris Hauser
ICRA2
2017 Haptic simulation for robot-assisted dressing
abstract
There is a considerable need for assistive dressing among people with disabilities, and robots have the potential to fulfill this need. However, training such a robot would require extensive trials in order to learn the skills of assistive dressing. Such training would be time-consuming and require considerable effort to recruit participants and conduct trials. In addition, for some cases that might cause injury to the person being dressed, it is impractical and unethical to perform such trials. In this work, we focus on a representative dressing task of pulling the sleeve of a hospital gown onto a person's arm. We present a system that learns a haptic classifier for the outcome of the task given few (2-3) real-world trials with one person. Our system first optimizes the parameters of a physics simulator using real-world data. Using the optimized simulator, the system then simulates more haptic sensory data with noise models that account for randomness in the experiment. We then train hidden Markov Models (HMMs) on the simulated haptic data. The trained HMMs can then be used to classify and predict the outcome of the assistive dressing task based on haptic signals measured by a real robot's end effector. This system achieves 92.83% accuracy in classifying the outcome of the robot-assisted dressing task with people not included in simulation optimization. We compare our classifiers to those trained on real-world data. We show that the classifiers from our system can categorize the dressing task outcomes more accurately than classifiers trained on ten times more real data.
Wenhao Yu 0003, Ariel Kapusta, Jie Tan 0001, Charles C. Kemp, Greg Turk, C. Karen Liu
ICRA6
2017 Learning to navigate cloth using haptics
abstract
We present a controller that allows an armlike manipulator to navigate deformable cloth garments in simulation through the use of haptic information. The main challenge of such a controller is to avoid getting tangled in, tearing or punching through the deforming cloth. Our controller aggregates force information from a number of haptic-sensing spheres all along the manipulator for guidance. Based on haptic forces, each individual sphere updates its target location, and the conflicts that arise between this set of desired positions is resolved by solving an inverse kinematic problem with constraints. Reinforcement learning is used to train the controller for a single haptic-sensing sphere, where a training run is terminated (and thus penalized) when large forces are detected due to contact between the sphere and a simplified model of the cloth. In simulation, we demonstrate successful navigation of a robotic arm through a variety of garments, including an isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two baseline controllers: one without haptics and another that was trained based on large forces between the sphere and cloth, but without early termination.
Alexander Clegg, Wenhao Yu 0003, Zackory Erickson, Jie Tan 0001, C. Karen Liu, Greg Turk
IROS5
2017 Learning a unified control policy for safe falling
abstract
Being able to fall safely is a necessary motor skill for humanoids performing highly dynamic tasks, such as running and jumping. We propose a new method to learn a policy that minimizes the maximal impulse during the fall. The optimization solves for both a discrete contact planning problem and a continuous optimal control problem. Once trained, the policy can compute the optimal next contacting body part (e.g. left foot, right foot, or hands), contact location and timing, and the required joint actuation. We represent the policy as a mixture of actor-critic neural network, which consists of n control policies and the corresponding value functions. Each pair of actor-critic is associated with one of the n possible contacting body parts. During execution, the policy corresponding to the highest value function will be executed while the associated body part will be the next contact with the ground. With this mixture of actor-critic architecture, the discrete contact sequence planning is solved through the selection of the best critics while the continuous control problem is solved by the optimization of actors. We show that our policy can achieve comparable, sometimes even higher, rewards than a recursive search of the action space using dynamic programming, while enjoying 50 to 400 times of speed gain during online execution.
Visak C. V. Kumar, Sehoon Ha, C. Karen Liu
IROS3
2016 Evolutionary optimization for parameterized whole-body dynamic motor skills
abstract
Learning a parameterized skill is essential for autonomous robots operating in an unpredictable environment. Previous techniques learned a policy for each example task individually and constructed a regression model to map between task and policy parameter spaces. However, these techniques have less success when applied to whole-body dynamic skills, such as jumping or walking, which involve the challenges of handling discrete contacts and balancing an under-actuated system under gravity. This paper introduces an evolutionary optimization algorithm for learning parameterized skills to achieve whole-body dynamic tasks. Our algorithm simultaneously learns policies for a range of tasks instead of learning each policy individually. The problem can be formulated as a nonconvex optimization whose solution is a closed segment of curve instead of a point in the policy parameter space. We develop a new optimization algorithm which maintains a parameterized probability distribution for the entire range of tasks and iteratively updates the distribution using selected elite samples. Our algorithm is able to better exploit each sample, greatly reducing the number of samples required to optimize a parameterized skill for all the tasks in the range of interest.
Sehoon Ha, C. Karen Liu
ICRA2
2016 Humanoid manipulation planning using backward-forward search
abstract
This paper explores combining task and manipulation planning for humanoid robots. Existing methods tend to either take prohibitively long to compute for humanoids or artificially limit the physical capabilities of the humanoid platform by restricting the robot's actions to predetermined trajectories. We present a hybrid planning system which is able to scale well for complex tasks without relying on predetermined robot actions. Our system utilizes the hybrid backward-forward planning algorithm for high-level task planning combined with humanoid primitives for standing and walking motion planning. These primitives are designed to be efficiently computable during planning, despite the large amount of complexity present in humanoid robots, while still informing the task planner of the geometric constraints present in the problem. Our experiments apply our method to simulated pick-and-place problems with additional gate constraints impacting navigation using the DRC-HUBO1 robot. Our system is able to solve puzzle-like problems on a humanoid within a matter of minutes.
Michael X. Grey, Caelan Reed Garrett, C. Karen Liu, Aaron D. Ames, Andrea Thomaz
IROS3
2016 Simulation-based design of dynamic controllers for humanoid balancing
abstract
Model-based trajectory optimization often fails to find a reference trajectory for under-actuated bipedal robots performing highly-dynamic, contact-rich tasks in the real world due to inaccurate physical models. In this paper, we propose a complete system that automatically designs a reference trajectory that succeeds on tasks in the real world with a very small number of real world experiments. We adopt existing system identification techniques and show that, with appropriate model parameterization and control optimization, an iterative system identification framework can be effective for designing reference trajectories. We focus on a set of tasks that leverage the momentum transfer strategy to rapidly change the whole-body from an initial configuration to a target configuration by generating large accelerations at the center of mass and switching contacts.
Jie Tan 0001, Zhaoming Xie, Byron Boots, C. Karen Liu
IROS4
2016 Data-driven haptic perception for robot-assisted dressing
abstract
Dressing is an important activity of daily living (ADL) with which many people require assistance due to impairments. Robots have the potential to provide dressing assistance, but physical interactions between clothing and the human body can be complex and difficult to visually observe. We provide evidence that data-driven haptic perception can be used to infer relationships between clothing and the human body during robot-assisted dressing. We conducted a carefully controlled experiment with 12 human participants during which a robot pulled a hospital gown along the length of each person's forearm 30 times. This representative task resulted in one of the following three outcomes: the hand missed the opening to the sleeve; the hand or forearm became caught on the sleeve; or the full forearm successfully entered the sleeve. We found that hidden Markov models (HMMs) using only forces measured at the robot's end effector classified these outcomes with high accuracy. The HMMs' performance generalized well to participants (98.61% accuracy) and velocities (98.61% accuracy) outside of the training data. They also performed well when we limited the force applied by the robot (95.8% accuracy with a 2N threshold), and could predict the outcome early in the process. Despite the lightweight hospital gown, HMMs that used forces in the direction of gravity substantially outperformed those that did not. The best performing HMMs used forces in the direction of motion and the direction of gravity.
Ariel Kapusta, Wenhao Yu 0003, Tapomayukh Bhattacharjee, C. Karen Liu, Greg Turk, Charles C. Kemp
RO-MAN4
2016 A Linear-Time Variational Integrator for Multibody Systems
Jeongseok Lee, C. Karen Liu, Frank C. Park 0001, Siddhartha S. Srinivasa
WAFR2
2016 Dexterous Manipulation of Cloth
abstract
Abstract This paper introduces a new technique to synthesize dexterous manipulation of cloth. Given a simple description of the desired cloth motion, our algorithm computes appropriate joint torques for physically simulated hands, such that, via contact forces, the result of cloth simulation follows the desired motion. Instead of optimizing the hand control forces directly, we formulate an optimization problem that solves for the commanding forces from the hands to the cloth, which have more direct impact on the dynamic state of the hands and that of the cloth. The solution of the optimization provides commanding forces that achieve the desired cloth motion described by the user, while respecting the kinematic constraints of the hands. These commanding forces are then used to guide the joint torques of the hands. To balance between the effectiveness of control and computational costs, we formulate a model‐predictive‐control problem as a quadratic program at each time step. We demonstrate our technique on a set of cloth manipulation tasks in daily activities, including folding laundry, wringing a towel, and putting on a scarf.
Wenhao Yu 0003, C. Karen Liu
Comput. Graph. Forum3
2016 Artist-directed dynamics for 2D animation
abstract
Animation artists enjoy the benefits of simulation but do not want to be held back by its constraints. Artist-directed dynamics seeks to resolve this need with a unified method that combines simulation with classical keyframing techniques. The combination of these approaches improves upon both extremes: simulation becomes more customizable and keyframing becomes more automatic. Examining our system in the context of the twelve fundamental animation principles reveals that it stands out for its treatment of exaggeration and appeal. Our system accommodates abrupt jumps, large plastic deformations, and makes it easy to reuse carefully crafted animations.
Danny M. Kaufman, C. Karen Liu, Jovan Popovic
ACM Trans. Graph.3
2015 Multiple contact planning for minimizing damage of humanoid falls
abstract
This paper introduces a new planning algorithm to minimize the damage of humanoid falls by utilizing multiple contact points. Given an unstable initial state of the robot, our approach plans for the optimal sequence of contact points such that the initial momentum is dissipated with minimal impacts on the robot. Instead of switching among a collection of individual control strategies, we propose a general algorithm which plans for appropriate responses to a wide variety of falls, from a single step to recover a gentle nudge, to a rolling motion to break a high-speed fall. Our algorithm transforms the falling problem into a sequence of inverted pendulum problems and use dynamic programming to solve the optimization efficiently. The planning algorithm is validated in physics simulation and experimentally tested on a BioloidGP humanoid.
Sehoon Ha, C. Karen Liu
IROS2
2015 Computer Simulations Imply Forelimb-Dominated Underwater Flight in Plesiosaurs
abstract
Plesiosaurians are an extinct group of highly derived Mesozoic marine reptiles with a global distribution that spans 135 million years from the Early Jurassic to the Late Cretaceous. During their long evolutionary history they maintained a unique body plan with two pairs of large wing-like flippers, but their locomotion has been a topic of debate for almost 200 years. Key areas of controversy have concerned the most efficient biologically possible limb stroke, e.g. whether it consisted of rowing, underwater flight, or modified underwater flight, and how the four limbs moved in relation to each other: did they move in or out of phase? Previous studies have investigated plesiosaur swimming using a variety of methods, including skeletal analysis, human swimmers, and robotics. We adopt a novel approach using a digital, three-dimensional, articulated, free-swimming plesiosaur in a simulated fluid. We generated a large number of simulations under various joint degrees of freedom to investigate how the locomotory repertoire changes under different parameters. Within the biologically possible range of limb motion, the simulated plesiosaur swims primarily with its forelimbs using an unmodified underwater flight stroke, essentially the same as turtles and penguins. In contrast, the hindlimbs provide relatively weak thrust in all simulations. We conclude that plesiosaurs were forelimb-dominated swimmers that used their hind limbs mainly for maneuverability and stability.
Shiqiu Liu, Adam S. Smith, Yuting Gu, Jie Tan 0001, C. Karen Liu, Greg Turk
PLoS Comput. Biol.5
2015 Animating human dressing
abstract
Dressing is one of the most common activities in human society. Perfecting the skill of dressing can take an average child three to four years of daily practice. The challenge is primarily due to the combined difficulty of coordinating different body parts and manipulating soft and deformable objects (clothes). We present a technique to synthesize human dressing by controlling a human character to put on an article of simulated clothing. We identify a set of primitive actions which account for the vast majority of motions observed in human dressing. These primitive actions can be assembled into a variety of motion sequences for dressing different garments with different styles. Exploiting both feed-forward and feedback control mechanisms, we develop a dressing controller to handle each of the primitive actions. The controller plans a path to achieve the action goal while making constant adjustments locally based on the current state of the simulated cloth when necessary. We demonstrate that our framework is versatile and able to animate dressing with different clothing types including a jacket, a pair of shorts, a robe, and a vest. Our controller is also robust to different cloth mesh resolutions which can cause the cloth simulator to generate significantly different cloth motions. In addition, we show that the same controller can be extended to assistive dressing.
Alexander Clegg, Jie Tan 0001, Greg Turk, C. Karen Liu
ACM Trans. Graph.4
2015 Online control of simulated humanoids using particle belief propagation
abstract
We present a novel, general-purpose Model-Predictive Control (MPC) algorithm that we call Control Particle Belief Propagation (C-PBP). C-PBP combines multimodal, gradient-free sampling and a Markov Random Field factorization to effectively perform simultaneous path finding and smoothing in high-dimensional spaces. We demonstrate the method in online synthesis of interactive and physically valid humanoid movements, including balancing, recovery from both small and extreme disturbances, reaching, balancing on a ball, juggling a ball, and fully steerable locomotion in an environment with obstacles. Such a large repertoire of movements has not been demonstrated before at interactive frame rates, especially considering that all our movement emerges from simple cost functions. Furthermore, we abstain from using any precomputation to train a control policy offline, reference data such as motion capture clips, or state machines that break the movements down into more manageable subtasks. Operating under these conditions enables rapid and convenient iteration when designing the cost functions.
Perttu Hämäläinen, Joose Rajamäki, C. Karen Liu
ACM Trans. Graph.3
2014 Dexterous manipulation using both palm and fingers
abstract
This paper focuses on the problem of manipulating the orientation of a polygonal object in hand. We propose a control technique which integrates the use of palm and fingers to pick up a given object on the table, to drop it on a specific spot on the palm, and to let it roll continuously and controllably on the palm, subject to the gravitational and contact forces. We formulate a simple and fast algorithm to control the tilting angle of the palm based on the conservation of mechanical energy and an empirical model of energy dissipation due to collisions. We also develop a multifingers controller for stable grasp and for correcting the rolling motion. The proposed technique is demonstrated on a simulated robotic hand manipulating a wide range of objects with different geometry and physical properties.
C. Karen Liu
ICRA2
2014 Orienting in mid-air through configuration changes to achieve a rolling landing for reducing impact after a fall
abstract
With no initial angular momentum an ordinary house cat is capable of flipping over onto its feet in mid-air and landing safely after a fall. As the field of robotics advances and robots become more dynamic, control algorithms for landing safely from a long, intended fall will become more necessary. Here we present an algorithm that leverages nonholonomic trajectory planning inspired by the falling cat to orient an articulated robot through configuration changes to achieve a pose that reduces the impact at landing. The calculated impact pose results in minimal loss of energy through rolling, while maximizing the rolling time. In addition to orienting and rolling, our controller guides the system to behave like a damped spring-mass system to reduce the magnitude of contact forces. Our framework is general and is applicable to systems that can be modeled as a connected tree of rigid bodies. We illustrate the feasibility of the algorithm through simulation and physical experiments with a planar three-link robot.
Jeffrey T. Bingham, Jeongseok Lee, Ravi N. Haksar, Jun Ueda, C. Karen Liu
IROS5
2014 Coupling cloth and rigid bodies for dexterous manipulation
abstract
This paper introduces a new simulation technique to enable detailed dexterous manipulation of cloth. Without reimplementation or substantial modification, existing cloth simulators can only be used to approximate limited interaction between cloth and rigid bodies due to the incorrect computation of contact forces. For example, a simple scenario of two fingers pinching a piece of cloth often results in the cloth slipping out of the hand. Our technique provides a simple solution to cloth-rigid coupling using existing cloth and rigid body simulators as-is. We develop a light-weight interface so that the rigid body and cloth simulators communicate on a demand-driven manner to achieve two main goals: allow the rigid bodies to impart friction forces to the cloth and avoid unsolvable collision situations between the rigid bodies and the cloth. We demonstrate a set of basic manipulation skills including gripping, pinching, and pressing, that are frequently seen in daily activities such as dressing and folding clothes.
C. Karen Liu
MIG2
2014 Iterative Training of Dynamic Skills Inspired by Human Coaching Techniques
abstract
Inspired by how humans learn dynamic motor skills through a progressive process of coaching and practices, we introduce an intuitive and interactive framework for developing dynamic controllers. The user only needs to provide a primitive initial controller and high-level, human-readable instructions as if s/he is coaching a human trainee, while the character has the ability to interpret the abstract instructions, accumulate the knowledge from the coach, and improve its skill iteratively. We introduce “control rigs” as an intermediate layer of control module to facilitate the mapping between high-level instructions and low-level control variables. Control rigs also utilize the human coach's knowledge to reduce the search space for control optimization. In addition, we develop a new sampling-based optimization method, Covariance Matrix Adaptation with Classification (CMA-C), to efficiently compute-control rig parameters. Based on the observation of human ability to “learn from failure”, CMA-C utilizes the failed simulation trials to approximate an infeasible region in the space of control rig parameters, resulting a faster convergence for the CMA optimization. We demonstrate the design process of complex dynamic controllers using our framework, including precision jumps, turnaround jumps, monkey vaults, drop-and-rolls, and wall-backflips.
Sehoon Ha, C. Karen Liu
ACM Trans. Graph.2
2014 Learning bicycle stunts
abstract
We present a general approach for simulating and controlling a human character that is riding a bicycle. The two main components of our system are offline learning and online simulation. We simulate the bicycle and the rider as an articulated rigid body system. The rider is controlled by a policy that is optimized through offline learning. We apply policy search to learn the optimal policies, which are parameterized with splines or neural networks for different bicycle maneuvers. We use Neuroevolution of Augmenting Topology (NEAT) to optimize both the parametrization and the parameters of our policies. The learned controllers are robust enough to withstand large perturbations and allow interactive user control. The rider not only learns to steer and to balance in normal riding situations, but also learns to perform a wide variety of stunts, including wheelie, endo, bunny hop, front wheel pivot and back hop.
Jie Tan 0001, Yuting Gu, C. Karen Liu, Greg Turk
ACM Trans. Graph.3
2014 Leveraging depth cameras and wearable pressure sensors for full-body kinematics and dynamics capture
abstract
We present a new method for full-body motion capture that uses input data captured by three depth cameras and a pair of pressure-sensing shoes. Our system is appealing because it is low-cost, non-intrusive and fully automatic, and can accurately reconstruct both full-body kinematics and dynamics data. We first introduce a novel tracking process that automatically reconstructs 3D skeletal poses using input data captured by three Kinect cameras and wearable pressure sensors. We formulate the problem in an optimization framework and incrementally update 3D skeletal poses with observed depth data and pressure data via iterative linear solvers. The system is highly accurate because we integrate depth data from multiple depth cameras, foot pressure data, detailed full-body geometry, and environmental contact constraints into a unified framework. In addition, we develop an efficient physics-based motion reconstruction algorithm for solving internal joint torques and contact forces in the quadratic programming framework. During reconstruction, we leverage Newtonian physics, friction cone constraints, contact pressure information, and 3D kinematic poses obtained from the kinematic tracking process to reconstruct full-body dynamics data. We demonstrate the power of our approach by capturing a wide range of human movements and achieve state-of-the-art accuracy in our comparison against alternative systems.
Peizhao Zhang, Kristin Siu, Jianjie Zhang, C. Karen Liu, Jinxiang Chai
ACM Trans. Graph.4
2013 Physics Storyboards
abstract
Abstract Physical simulation and other procedural methods are increasingly popular tools in interactive applications because they generate complex and reactive behaviors given only a few parameter settings. This automation accelerates initial implementation, but also introduces a need to tune the available parameters until the desired behaviors emerge. These adjustments are typically performed iteratively, with the designer repeatedly running—and interacting with—the procedural animation with different parameter settings. Such a process is inaccurate, time consuming, and requires deep understanding and intuition, as parameters often have complex, nonlinear effects. Instead, we propose that designers construct physics storyboards to accelerate the process of tuning interactive, procedural animations. Physics storyboards are collections of space‐time snapshots that highlight critical events and outcomes. They can be used to summarize the effects of parameter changes (without requiring the designer to perform extensive play‐testing); and—when augmented with designer‐provided evaluation functions—allow automatic parameter selection. We describe our implementation of this method, including how we use sampling to ensure that our automatically‐selected parameters generalize, and how we time‐warp user input to adapt it to changing parameters. We validate our implementation by using it to perform various design tasks in three example games.
Sehoon Ha, James McCann, C. Karen Liu, Jovan Popovic
Comput. Graph. Forum3
2012 Synthesis of concurrent object manipulation tasks
abstract
We introduce a physics-based method to synthesize concurrent object manipulation using a variety of manipulation strategies provided by different body parts, such as grasping objects with the hands, carrying objects on the shoulders, or pushing objects with the elbows or the torso. We design dynamic controllers to physically simulate upper-body manipulation and integrate it with procedurally generated locomotion and hand grasping motion. The output of the algorithm is a continuous animation of the character manipulating multiple objects and environment features concurrently at various locations in a constrained environment. To capture how humans deftly exploit different properties of body parts and objects for multitasking, we need to solve challenging planning and execution problems. We introduce a graph structure, a manipulation graph , to describe how each object can be manipulated using different strategies. The problem of manipulation planning can then be transformed to a standard graph traversal. To achieve the manipulation plan, our control algorithm optimally schedules and executes multiple tasks based on the dynamic space of the tasks and the state of the character. We introduce a "task consistency" metric to measure the physical feasibility of multitasking. Furthermore, we exploit the redundancy of control space to improve the character's ability to multitask. As a result, the character will try its best to achieve the current tasks while adjusting its motion continuously to improve the multitasking consistency for future tasks.
Kristin Siu, C. Karen Liu
ACM Trans. Graph.3
2012 Falling and landing motion control for character animation
abstract
We introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide range of heights and initial speeds, continuously roll on the ground, and get back on its feet, without inducing large stress on joints at any moment. The character's motion is generated through a forward simulator and a control algorithm that consists of an airborne phase and a landing phase. During the airborne phase, the character optimizes its moment of inertia to meet the ideal relation between the landing velocity and the angle of attack, under the laws of conservation of momentum. The landing phase can be divided into three stages: impact, rolling, and getting-up. To reduce joint stress at landing, the character leverages contact forces to control linear momentum and angular momentum, resulting in a rolling motion which distributes impact over multiple body parts. We demonstrate that our control algorithm can be applied to a variety of initial conditions with different falling heights, orientations, and linear and angular velocities. Simulated results show that our algorithm can effectively create realistic action sequences comparable to real world footage of experienced freerunners.
Sehoon Ha, Yuting Ye, C. Karen Liu
ACM Trans. Graph.3
2012 Soft body locomotion
abstract
We present a physically-based system to simulate and control the locomotion of soft body characters without skeletons. We use the finite element method to simulate the deformation of the soft body, and we instrument a character with muscle fibers to allow it to actively control its shape. To perform locomotion, we use a variety of intuitive controls such as moving a point on the character, specifying the center of mass or the angular momentum, and maintaining balance. These controllers yield an objective function that is passed to our optimization solver, which handles convex quadratic program with linear complementarity constraints. This solver determines the new muscle fiber lengths, and moreover it determines whether each point of contact should remain static, slide, or lift away from the floor. Our system can automatically find an appropriate combination of muscle contractions that enables a soft character to fulfill various locomotion tasks, including walking, jumping, crawling, rolling and balancing.
Jie Tan 0001, Greg Turk, C. Karen Liu
ACM Trans. Graph.3
2012 Synthesis of detailed hand manipulations using contact sampling
abstract
Capturing human activities that involve both gross full-body motion and detailed hand manipulation of objects is challenging for standard motion capture systems. We introduce a new method for creating natural scenes with such human activities. The input to our method includes motions of the full-body and the objects acquired simultaneously by a standard motion capture system. Our method then automatically synthesizes detailed and physically plausible hand manipulation that can seamlessly integrate with the input motions. Instead of producing one "optimal" solution, our method presents a set of motions that exploit a wide variety of manipulation strategies. We propose a randomized sampling algorithm to search for as many as possible visually diverse solutions within the computational time budget. Our results highlight complex strategies human hands employ effortlessly and unconsciously, such as static, sliding, rolling, as well as finger gaits with discrete relocation of contact points.
Yuting Ye, C. Karen Liu
ACM Trans. Graph.2
2011 Task-aware variations in robot motion
abstract
Social robots can benefit from motion variance because non-repetitive gestures will be more natural and intuitive for human partners. We introduce a new approach for synthesizing variance, both with and without constraints, using a stochastic process. Based on optimal control theory and operational space control, our method can generate an infinite number of variations in real-time that resemble the kinematic and dynamic characteristics from the single input motion sequence. We also introduce a stochastic method to generate smooth but nondeterministic transitions between arbitrary motion variants. Furthermore, we quantitatively evaluate task-aware variance against random white torque noise, operational space control, style-based inverse kinematics, and retargeted human motion to prove that task-aware variance generates human-like motion. Finally, we demonstrate the ability of task-aware variance to maintain velocity and time-dependent features that exist in the input motion.
Michael J. Gielniak, C. Karen Liu, Andrea Thomaz
ICRA2
2011 Natural User Interface for Physics-Based Character Animation
C. Karen Liu, Victor B. Zordan
MIG1
2011 Modal-space control for articulated characters
abstract
We present a novel control algorithm for simulating an articulated character performing a given reference motion and its variations. The unique feature of our controller is its ability to make a long-horizon plan at every time step. Our algorithm overcomes the computational hurdle by applying modal analysis on a time-varying linear dynamic system. We exploit the properties of modal coordinates in two ways. First, we design separate control strategies for dynamically decoupled modes. Second, our controller only applies long-horizon planning on a subset of modes, largely reducing the size of the control problem. With this decoupled and reduced control system, the character is able to execute the reference motion while reacting to unexpected perturbations and anticipating changes in the environment. We demonstrate our results by simulating a variety of reference motions, such as walking, squatting, jumping, and swinging.
Sumit Jain, C. Karen Liu
ACM Trans. Graph.2
2011 Controlling physics-based characters using soft contacts
abstract
In this paper, we investigate the impact of the deformable bodies on the control algorithms for physically simulated characters. We hypothesize that ignoring the effect of deformable bodies at the site of contact negatively affects the control algorithms, leading to less robust and unnatural character motions. To verify the hypothesis, we introduce a compact representation for an articulated character with deformable soft tissue and develop a practical system to simulate two-way coupling between rigid and deformable bodies in a robust and efficient manner. We then apply a few simple and widely used control algorithms, such as pose-space tracking control, Cartesian-space tracking control, and a biped controller (SIMBICON), to simulate a variety of behaviors for both full-body locomotion and hand manipulation. We conduct a series of experiments to compare our results with the motion generated by these algorithms on a character comprising only rigid bodies. The evaluation shows that the character with soft contact can withstand larger perturbations in a more noisy environment, as well as produce more realistic motion.
Sumit Jain, C. Karen Liu
ACM Trans. Graph.2
2011 Articulated swimming creatures
abstract
We present a general approach to creating realistic swimming behavior for a given articulated creature body. The two main components of our method are creature/fluid simulation and the optimization of the creature motion parameters. We simulate two-way coupling between the fluid and the articulated body by solving a linear system that matches acceleration at fluid/solid boundaries and that also enforces fluid incompressibility. The swimming motion of a given creature is described as a set of periodic functions, one for each joint degree of freedom. We optimize over the space of these functions in order to find a motion that causes the creature to swim straight and stay within a given energy budget. Our creatures can perform path following by first training appropriate turning maneuvers through offline optimization and then selecting between these motions to track the given path. We present results for a clownfish, an eel, a sea turtle, a manta ray and a frog, and in each case the resulting motion is a good match to the real-world animals. We also demonstrate a plausible swimming gait for a fictional creature that has no real-world counterpart.
Jie Tan 0001, Yuting Gu, Greg Turk, C. Karen Liu
ACM Trans. Graph.4
2010 Stylized motion generalization through adaptation of velocity profiles
abstract
Stylized motion is prevalent in the field of Human-Robot Interaction (HRI). Robot designers typically hand craft or work with professional animators to design behaviors for a robot that will be communicative or life-like when interacting with a human partner. A challenge is to apply this stylized trajectory in varied contexts (e.g. performing a stylized gesture with different end-effector constraints). The goal of this research is to create useful, task-based motion with variance that spans the reachable space of the robot and satisfies constraints, while preserving the “style” of the original motion. We claim the appropriate representation for adapting and generalizing a trajectory is not in Cartesian or joint angle space, but rather in joint velocity space, which allows for unspecified initial conditions to be supplied by interaction with the dynamic environment. The benefit of this representation is that a single trajectory can be extended to accomplish similar tasks in the world given constraints in the environment. We present quantitative data using a continuity metric to prove that, given a stylized initial trajectory, we can create smoother generalized motion than with traditional techniques such as cyclic-coordinate descent.
Michael J. Gielniak, C. Karen Liu, Andrea Thomaz
RO-MAN2
2010 Secondary action in robot motion
abstract
Secondary action, a concept borrowed from character animation, improves the animation realism by augmenting natural, passive motion to primary action. We use dynamic simulation to induce three techniques of secondary motion for robot hardware, which exploit actuation passivity to overcome hardware constraints and change the dynamic perception of the robot and its motion characteristics. Results of secondary motion due to internal and external forces are presented including discussion on how to choose the appropriate technique for a particular application.
Michael J. Gielniak, C. Karen Liu, Andrea Thomaz
RO-MAN2
2010 Synthesis of Responsive Motion Using a Dynamic Model
abstract
Abstract Synthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear probabilistic model of dynamic responses from very few perturbed walking sequences. This model is able to synthesize responses and recovery motions under new perturbations different from those in the training examples. When perturbations occur, we propose a physics‐based method that initiates motion transitions to the most probable response example based on the dynamic states of the character. Our algorithm can be applied to any motion sequences without the need for preprocessing such as segmentation or alignment. The results show that three perturbed motion clips can sufficiently generate a variety of realistic responses, and 14 clips can create a responsive virtual character that reacts realistically to external forces in different directions applied on different body parts at different moments in time.
Yuting Ye, C. Karen Liu
Comput. Graph. Forum2
2010 Optimal feedback control for character animation using an abstract model
abstract
Real-time adaptation of a motion capture sequence to virtual environments with physical perturbations requires robust control strategies. This paper describes an optimal feedback controller for motion tracking that allows for on-the-fly re-planning of long-term goals and adjustments in the final completion time. We first solve an offline optimal trajectory problem for an abstract dynamic model that captures the essential relation between contact forces and momenta. A feedback control policy is then derived and used to simulate the abstract model online. Simulation results become dynamic constraints for online reconstruction of full-body motion from a reference. We applied our controller to a wide range of motions including walking, long stepping, and a squat exercise. Results show that our controllers are robust to large perturbations and changes in the environment.
Yuting Ye, C. Karen Liu
ACM Trans. Graph.2
2009 Performance-based control interface for character animation
abstract
Most game interfaces today are largely symbolic, translating simplified input such as keystrokes into the choreography of full-body character movement. In this paper, we describe a system that directly uses human motion performance to provide a radically different, and much more expressive interface for controlling virtual characters. Our system takes a data feed from a motion capture system as input, and in real-time translates the performance into corresponding actions in a virtual world. The difficulty with such an approach arises from the need to manage the discrepancy between the real and virtual world, leading to two important subproblems 1) recognizing the user's intention, and 2) simulating the appropriate action based on the intention and virtual context. We solve this issue by first enabling the virtual world's designer to specify possible activities in terms of prominent features of the world along with associated motion clips depicting interactions. We then integrate the prerecorded motions with online performance and dynamic simulation to synthesize seamless interaction of the virtual character in a simulated virtual world. The result is a flexible interface through which a user can make freeform control choices while the resulting character motion maintains both physical realism and the user's personal style.
Satoru Ishigaki, Timothy White, Victor B. Zordan, C. Karen Liu
ACM Trans. Graph.4
2009 Optimization-based interactive motion synthesis
abstract
We present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment. Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization problem formulated at every time step. This framework allows the programmer to specify active control strategies using intuitive kinematic goals, significantly reducing the engineering effort entailed in active body control. Our optimization framework can incorporate changes in the character's surroundings through a synthetic visual sensory system and create significantly different motions in response to varying environmental stimuli. Our results show that our approach is general enough to encompass a wide variety of highly interactive motions.
Sumit Jain, Yuting Ye, C. Karen Liu
ACM Trans. Graph.3
2009 Dextrous manipulation from a grasping pose
abstract
This paper introduces an optimization-based approach to synthesizing hand manipulations from a starting grasping pose. We describe an automatic method that takes as input an initial grasping pose and partial object trajectory, and produces as output physically plausible hand animation that effects the desired manipulation. In response to different dynamic situations during manipulation, our algorithm can generate a range of possible hand manipulations including changes in joint configurations, changes in contact points, and changes in the grasping force. Formulating hand manipulation as an optimization problem is key to our algorithm's ability to generate a large repertoire of hand motions from limited user input. We introduce an objective function that accentuates the detailed hand motion and contacts adjustment. Furthermore, we describe an optimization method that solves for hand motion and contacts efficiently while taking into account long-term planning of contact forces. Our algorithm does not require any tuning of parameters, nor does it require any prescribed hand motion sequences.
C. Karen Liu
ACM Trans. Graph.1
2008 Animating responsive characters with dynamic constraints in near-unactuated coordinates
abstract
This paper presents a technique to enhance a kinematically controlled virtual character with a generic class of dynamic responses to small perturbations. Given an input motion sequence, our technique can synthesize reactive motion to arbitrary external forces with a specific style customized to the input motion. Our method re-parameterizes the motion degrees of freedom based on joint actuations in the input motion. By only enforcing the equations of motion in the less actuated coordinates, our approach can create physically responsive motion based on kinematic pose control without explicitly computing the joint actuations. We demonstrate the simplicity and robustness of our technique by showing a variety of examples generated with the same set of parameters. Our formulation focuses on the type of perturbations that significantly disrupt the upper body poses and dynamics, but have limited effect on the whole-body balance state.
Yuting Ye, C. Karen Liu
ACM Trans. Graph.2
2006 Momentum-based parameterization of dynamic character motion
Yeuhi Abe, C. Karen Liu, Zoran Popovic
Graph. Model.2
2005 Learning physics-based motion style with nonlinear inverse optimization
abstract
This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles more than others. elastic mechanisms at joints due to the mechanical properties of tendons, ligaments, and muscles, and variable stiffness at joints depending on the task. When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.Due to the complexity of biological motion, these style parameters are too difficult to design by hand. To address this, we introduce Nonlinear Inverse Optimization, a novel algorithm for estimating optimization parameters from motion capture data. Our method can extract the physical parameters from a single short motion sequence. Once captured, this representation of style is extremely flexible: motions can be generated in the same style but performing different tasks, and styles may be edited to change the physical properties of the body.
C. Karen Liu, Aaron Hertzmann, Zoran Popovic
ACM Trans. Graph.1
2002 Synthesis of complex dynamic character motion from simple animations
abstract
In this paper we present a general method for rapid prototyping of realistic character motion. We solve for the natural motion from a simple animation provided by the animator. Our framework can be used to produce relatively complex realistic motion with little user effort.We describe a novel constraint detection method that automatically determines different constraints on the character by analyzing the input motion. We show that realistic motion can be achieved by enforcing a small set of linear and angular momentum constraints. This simplified approach helps us avoid the complexities of computing muscle forces. Simpler dynamic constraints also allow us to generate animations of models with greater complexity, performing more intricate motions. Finally, we show that by learning a small set of key parameters that describe a character pose we can help a non-skilled animator rapidly create realistic character motion.
C. Karen Liu, Zoran Popovic
ACM Trans. Graph.1