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Alla Safonova

dblp:11/1467 · DBLP profile ↗
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16ranked-venue papers
3as first author
0since 2021 · last 2014
0000-0003-0396-2953ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-authorArtificial intelligence and machine learning · 5Systems, architecture and hardware · 3Human-computer interaction and ubiquitous computing · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Motion planning and robot control · 89% Planning, search and constraint satisfaction · 11%
Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 93% Geometric modeling and processing · 7%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 50% Parallel and multicore computing · 50%

Topics — the 14 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control
motion planning
0.432014
Motion planning for robotic manipulators with independent wrist joints · ICRA 2014
Planning with adaptive dimensionality for mobile manipulation · ICRA 2012
High-dimensional planning on the GPU · ICRA 2010
Robotics › Motion planning and robot control › motion planning › geometric motion planning
high-dimensional motion planning
0.322014
Motion planning for robotic manipulators with independent wrist joints · ICRA 2014
High-dimensional planning on the GPU · ICRA 2010
Robotics › Motion planning and robot control
manipulator motion planning
0.212014
Motion planning for robotic manipulators with independent wrist joints · ICRA 2014
Robotics › Motion planning and robot control › motion planning
completeness guarantees
0.112012
Planning with adaptive dimensionality for mobile manipulation · ICRA 2012
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
heuristic search planning
0.112012
Planning with adaptive dimensionality for mobile manipulation · ICRA 2012
Robotics › Motion planning and robot control › motion planning › manipulation planning
mobile manipulator planning
0.112012
Planning with adaptive dimensionality for mobile manipulation · ICRA 2012
Computer animation and physical simulation
character animation
0.112012
Data-driven finger motion synthesis for gesturing characters · ACM Trans. Graph. 2012
Computer animation and physical simulation
motion capture
0.112012
Data-driven finger motion synthesis for gesturing characters · ACM Trans. Graph. 2012
Computer animation and physical simulation
motion synthesis
0.122007
Construction and optimal search of interpolated motion graphs · ACM Trans. Graph. 2007
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces · ACM Trans. Graph. 2004
GPUs and heterogeneous computing
GPU computing
0.112010
High-dimensional planning on the GPU · ICRA 2010
Parallel and multicore computing › parallel algorithms › parallel search
parallel heuristic search
0.112010
High-dimensional planning on the GPU · ICRA 2010
Computer animation and physical simulation › motion synthesis
motion graph
0.112007
Construction and optimal search of interpolated motion graphs · ACM Trans. Graph. 2007
Computer animation and physical simulation › motion synthesis
motion interpolation
0.112007
Construction and optimal search of interpolated motion graphs · ACM Trans. Graph. 2007
Geometric modeling and processing
curve fitting
0.012003
Compressed piecewise-circular approximations of 3D curves · Comput. Aided Des. 2003

Methods — techniques the papers use, named apart from their topics

heuristic search · 0.3adaptive dimensionality · 0.3a* search · 0.3r* search · 0.2GPU parallelization · 0.2leave-one-out cross validation · 0.1data-driven motion synthesis · 0.1anytime search · 0.1optimization · 0.0motion capture · 0.0
YearPublicationVenuePosition
2014 Prioritized Computation for Numerical Sound Propagation
Maxim Likhachev, Alla Safonova
DAFx3
2014 Motion planning for robotic manipulators with independent wrist joints
abstract
Advanced modern humanoid robots often have complex manipulators with a large number of degrees of freedom. Thus, motion planning for such manipulators is a very computationally challenging problem. However, often robotic manipulators allow the wrist degrees of freedom to be controlled independently from the configuration of the rest of the arm. In this paper we show how to split the high dimensional planning problem into two lower-dimensional sub-problems - planning for the main arm joints and planning for the wrist joints, without losing guarantees on completeness. This approach is an extension of our previously developed framework for planning with adaptive dimensionality. Experimentally, we show that this approach is very effective in speeding up planning for robotic arms on Willow Garage's PR2 platform. We compare our algorithm with several popular alternative approaches for performing motion planning for robotic arms. The results we observe illustrate that our algorithm provides a good balance between planning time, planning success rate, path consistency, and path quality.
Kalin Gochev, Venkatraman Narayanan, Benjamin J. Cohen, Alla Safonova, Maxim Likhachev
ICRA4
2014 Stochastic activity authoring with direct user control
abstract
Crowd activities are often randomized to create the appearance of heterogeneity. However, the parameters that control randomization are frequently hard to tune because it is unclear how changes at the character level affect the high-level appearance of the crowd. We propose a method for computing randomization parameters that supports direct animator control. Given details about the environment, available activities, timing information and the desired high-level appearance of the crowd, we model the problem as a graph, formulate a convex optimization problem, and solve for a set of stochastic transition rates which satisfy the constraints. Unlike the use of heuristics for adding randomness to crowd activities, our approach provides guarantees on convergence to the desired result, allows for decentralized simulation, and supports a variety of constraints. In addition, because the rates can be pre-computed, no additional runtime processing is needed during simulation.
Aline Normoyle, Maxim Likhachev, Alla Safonova
I3D3
2014 Anytime Tree-Restoring Weighted A* Graph Search
abstract
Incremental graph search methods reuse information from previous searches in order to minimize redundant computation and to find solutions to series of similar search queries much faster than it is possible by solving each query from scratch. In this work, we present a simple, but very effective, technique for performing incremental weighted A* graph search in an anytime fashion. On the theoretical side, we show that our anytime incremental algorithm preserves the strong theoretical guarantees provided by the weighted A* algorithm, such as completeness and bounds on solution cost sub-optimality. We also show that our algorithm can handle a variety of changes to the underlying graph, such as both increasing and decreasing edge costs, and changes in the heuristic. On the experimental side, we demonstrate the effectiveness of our algorithm in the context of (x, y, z, yaw) navigation planning for an unmanned aerial vehicle and compare our algorithm to popular incremental and anytime graph search algorithms.
Kalin Gochev, Alla Safonova, Maxim Likhachev
SOCS2
2012 How responsiveness affects players' perception in digital games
abstract
Digital games with realistic virtual characters have become very popular. The ability for players to promptly control their character is a crucial feature of these types of games, be it platform games, first-person shooters, or role-playing games. Delays in the responsiveness of a player's character, for example due to extensive AI calculations or to network latencies, can considerably reduce the player's enjoyment of a game. In this paper, we present a thorough analysis of the consequences of such delays on the players' experience across two games with different levels of difficulty. We investigate the effects of responsiveness on the player's experience, performance, and perception of the virtual character, as well as the player's adaptability to delays. We find that delay affects the enjoyment of the games as well as the performance, but only becomes really important when a game becomes more challenging. Furthermore, players can get used to delay within a few minutes of play, so that their performance does not significantly differ from players without a delay handicap.
Sophie Jörg, Aline Normoyle, Alla Safonova
SAP3
2012 Planning with adaptive dimensionality for mobile manipulation
abstract
Mobile manipulation planning is a hard problem composed of multiple challenging sub-problems, some of which require searching through large high-dimensional state-spaces. The focus of this work is on computing a trajectory to safely maneuver an object through an environment, given the start and goal configurations. In this work we present a heuristic search-based deterministic mobile manipulation planner, based on our recently-developed algorithm for planning with adaptive dimensionality. Our planner demonstrates reasonable performance, while also providing strong guarantees on completeness and suboptimality bounds with respect to the graph representing the problem.
Kalin Gochev, Alla Safonova, Maxim Likhachev
ICRA2
2012 Data-driven finger motion synthesis for gesturing characters
abstract
Capturing the body movements of actors to create animations for movies, games, and VR applications has become standard practice, but finger motions are usually added manually as a tedious post-processing step. In this paper, we present a surprisingly simple method to automate this step for gesturing and conversing characters. In a controlled environment, we carefully captured and post-processed finger and body motions from multiple actors. To augment the body motions of virtual characters with plausible and detailed finger movements, our method selects finger motion segments from the resulting database taking into account the similarity of the arm motions and the smoothness of consecutive finger motions. We investigate which parts of the arm motion best discriminate gestures with leave-one-out cross-validation and use the result as a metric to select appropriate finger motions. Our approach provides good results for a number of examples with different gesture types and is validated in a perceptual experiment.
Sophie Jörg, Jessica K. Hodgins, Alla Safonova
ACM Trans. Graph.3
2011 Path Planning with Adaptive Dimensionality
abstract
Path planning quickly becomes computationally hard as the dimensionality of the state-space increases. In this paper, we present a planning algorithm intended to speed up path planning for high-dimensional state-spaces such as robotic arms. The idea behind this work is that while planning in a high-dimensional state-space is often necessary to ensure the feasibilityof the resulting path, large portions of the path have a lower-dimensional structure. Based on this observation, our algorithm iteratively constructs a state-space of an adaptive dimensionality--a state-space that is high-dimensional only where the higher dimensionality is absolutely necessary for finding a feasible path. This often reduces drastically the size of the state-space, and as a result, the planning time and memory requirements. Analytically, we show that our method is complete and is guaranteed to find a solution if one exists, within a specified suboptimality bound. Experimentally, we apply the approach to 3D vehicle navigation (x, y, heading), and to a 7 DOF robotic arm on the Willow Garage’s PR2 robot. The results from our experiments suggest that ourmethod can be substantially faster than some of the state-of-the-art planning algorithms optimized for those tasks.
Kalin Gochev, Benjamin J. Cohen, Jonathan Butzke, Alla Safonova, Maxim Likhachev
SOCS4
2010 High-dimensional planning on the GPU
abstract
Optimal heuristic searches such as A* search are commonly used for low-dimensional planning such as 2D path finding. These algorithms however, typically do not scale well to high-dimensional planning problems such as motion planning for robotic arms, computing motion trajectories for non-holonomic robotic vehicles and motion synthesis for humanoid characters. A recently developed randomized version of A* search, called R* search, scales to higher-dimensional planning problems by trading off deterministic optimality guarantees of A* for probabilistic sub-optimality guarantees. In this paper, we show that in addition to its scalability, R* lends itself well to a parallel implementation. In particular, we demonstrate how R* can be implemented on the GPU. On the theoretical side, the GPU version of R*, called R*GPU, preserves all the theoretical properties of R* including its probabilistic bounds on sub-optimality. On the experimental side, we show that R*GPU consistently produces lower cost solutions, scales better in terms of memory, and runs faster than R*. These results hold for both motion planning for a 6DOF robot arm planar as well as 2D path finding.
Joseph T. Kider Jr., Mark Henderson, Maxim Likhachev, Alla Safonova
ICRA4
2010 Human Motion Synthesis with Optimization-based Graphs
abstract
Abstract Continuous constrained optimization is a powerful tool for synthesizing novel human motion segments that are short. Graph‐based motion synthesis methods such as motion graphs and move trees are popular ways to synthesize long motions by playing back a sequence of existing motion segments. However, motion graphs only support transitions between similar frames, and move trees only support transitions between the end of one motion segment and the start of another. In this paper, we introduce an optimization‐based graph that combines continuous constrained optimization with graph‐based motion synthesis. The constrained optimization is used to create a vast number of complex realistic‐looking transitions in the graph. The graph can then be used to synthesize long motions with non‐trivial transitions that for example allow the character to switch its behavior abruptly while retaining motion naturalness. We also propose to build this graph semi‐autonomously by requiring a user to classify generated transitions as acceptable or not and explicitly minimizing the amount of required classifications. This process guarantees the quality consistency of the optimization‐based graph at the cost of limited user involvement.
Cheng Ren, Alla Safonova
Comput. Graph. Forum3
2009 Achieving good connectivity in motion graphs
Alla Safonova
Graph. Model.2
2007 Construction and optimal search of interpolated motion graphs
abstract
Many compelling applications would become feasible if novice users had the ability to synthesize high quality human motion based only on a simple sketch and a few easily specified constraints. We approach this problem by representing the desired motion as an interpolation of two time-scaled paths through a motion graph. The graph is constructed to support interpolation and pruned for efficient search. We use an anytime version of A* search to find a globally optimal solution in this graph that satisfies the user's specification. Our approach retains the natural transitions of motion graphs and the ability to synthesize physically realistic variations provided by interpolation. We demonstrate the power of this approach by synthesizing optimal or near optimal motions that include a variety of behaviors in a single motion.
Alla Safonova, Jessica K. Hodgins
ACM Trans. Graph.1
2004 Segmenting Motion Capture Data into Distinct Behaviors
Jernej Barbic, Alla Safonova, Jia-Yu Pan, Christos Faloutsos, Jessica K. Hodgins, Nancy S. Pollard
Graphics Interface2
2004 Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
abstract
Optimization is an appealing way to compute the motion of an animated character because it allows the user to specify the desired motion in a sparse, intuitive way. The difficulty of solving this problem for complex characters such as humans is due in part to the high dimensionality of the search space. The dimensionality is an artifact of the problem representation because most dynamic human behaviors are intrinsically low dimensional with, for example, legs and arms operating in a coordinated way. We describe a method that exploits this observation to create an optimization problem that is easier to solve. Our method utilizes an existing motion capture database to find a low-dimensional space that captures the properties of the desired behavior. We show that when the optimization problem is solved within this low-dimensional subspace, a sparse sketch can be used as an initial guess and full physics constraints can be enabled. We demonstrate the power of our approach with examples of forward, vertical, and turning jumps; with running and walking; and with several acrobatic flips.
Alla Safonova, Jessica K. Hodgins, Nancy S. Pollard
ACM Trans. Graph.1
2003 Compressed piecewise-circular approximations of 3D curves
Alla Safonova, Jarek Rossignac
Comput. Aided Des.1
2003 Edgebreaker: a simple implementation for surfaces with handles
Hélio Lopes 0001, Jarek Rossignac, Alla Safonova, Andrzej Szymczak, Geovan Tavares
Comput. Graph.3