Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kaixiang Xie

dblp:304/3978 · DBLP profile ↗
← Back
4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-5877-9374ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
1 paper
Reinforcement learning · 100%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.812024
Actuators A La Mode: Modal Actuations for Soft Body Locomotion · SIGGRAPH Asia 2024
Machine learning › Reinforcement learning › continuous control
physics-based motion control
0.712023
AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023
Machine learning › Reinforcement learning
policy adaptation
0.712023
AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.212023
AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023

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

modal actuation · 0.8reinforcement learning · 0.7latent space modification · 0.7
YearPublicationVenuePosition
2024 Actuators A La Mode: Modal Actuations for Soft Body Locomotion
Otman Benchekroun, Kaixiang Xie, Hsueh-Ti Derek Liu, Eitan Grinspun, Sheldon Andrews, Victor B. Zordan
SIGGRAPH Asia2
2023 AdaptNet: Policy Adaptation for Physics-Based Character Control
abstract
Motivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet .
Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan
ACM Trans. Graph.2
2021 Catching and Throwing Control of a Physically Simulated Hand
abstract
We design a nominal controller for animating an articulated physics-based human arm model, including the hands and fingers, to catch and throw objects. The controller is based on a finite state machine that defines the target poses for proportional-derivative control of the hand, as well as the orientation and position of the center of the palm using the solution of an inverse kinematics solver. We then use reinforcement learning to train agents to improve the robustness of the nominal controller for achieving many different goals. Imitation learning based on trajectories output by a numerical optimization is used to accelerate the training process. The success of our controllers is demonstrated by a variety of throwing and catching tasks, including flipping objects, hitting targets, and throwing objects to a desired height, and for several different objects, such as cans, spheres, and rods. We also discuss ways to extend our approach so that more challenging tasks, such as juggling, may be accomplished.
Yunhao Luo 0003, Kaixiang Xie, Sheldon Andrews, Paul G. Kry
MIG2
2021 Inverse Dynamics Filtering for Sampling-based Motion Control
abstract
Abstract We improve the sampling‐based motion control method proposed by Liu et al. using inverse dynamics. To deal with noise in the motion capture we filter the motion data using a Butterworth filter where we choose the cutoff frequency such that the zero‐moment point falls within the support polygon for the greatest number of frames. We discuss how to detect foot contact for foot and ground optimization and inverse dynamics, and we optimize to increase the area of supporting polygon. Sample simulations receive filtered inverse dynamics torques at frames where the ZMP is sufficiently close to the support polygon, which simplifies the problem of finding the PD targets that produce physically valid control matching the target motion. We test our method on different motions and we demonstrate that our method has lower error, higher success rates, and generally produces smoother results.
Kaixiang Xie, Paul G. Kry
Comput. Graph. Forum1