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Pei-Zhi Huang

dblp:37/6899 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2009
0000-0002-6259-4460ORCID · corroborated

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

Artificial intelligence and machine learning · 2Systems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
2 papers
Motion planning and robot control · 83% Legged, aerial and field robots · 17%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 77% Computer animation and physical simulation · 23%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
visual effects
0.112009
Directable trailing effect · SIGGRAPH ASIA Sketches 2009
Robotics › Motion planning and robot control
motion planning
0.122004
Planning Humanoid Motions With Striding Ability in a Virtual Environment · ICRA 2004
Motion planning for humanoid walking in a layered environment · ICRA 2003
Robotics › Motion planning and robot control › motion planning › whole-body motion planning
humanoid motion planning
0.012004
Planning Humanoid Motions With Striding Ability in a Virtual Environment · ICRA 2004
Robotics › Motion planning and robot control › motion planning › legged locomotion planning
footstep planning
0.012003
Motion planning for humanoid walking in a layered environment · ICRA 2003
Computer animation and physical simulation
character animation
0.012009
Directable trailing effect · SIGGRAPH ASIA Sketches 2009
Robotics › Legged, aerial and field robots › legged robots
legged robot locomotion
0.022004
Planning Humanoid Motions With Striding Ability in a Virtual Environment · ICRA 2004
Motion planning for humanoid walking in a layered environment · ICRA 2003
Robotics › Motion planning and robot control › path planning
collision-free path planning
0.012003
Motion planning for humanoid walking in a layered environment · ICRA 2003
Robotics › Legged, aerial and field robots › humanoid robot
humanoid walking
0.012003
Motion planning for humanoid walking in a layered environment · ICRA 2003

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

morphological operator · 0.0sampling-based planning · 0.0local planning · 0.0global planning · 0.0
YearPublicationVenuePosition
2009 Directable trailing effect
abstract
One of the most common effects in the animated feature film Quantum Quest are the trails that fall behind and twisted around all photon characters, including the hero character Dave (Figure 1). The quantity of shots that required this effect warranted the development
Pei-Zhi Huang, Bill Chang, Ting-Yun Lu, Tsai-Yen Li
SIGGRAPH ASIA Sketches1
2004 Planning Humanoid Motions With Striding Ability in a Virtual Environment
abstract
Enabling a humanoid robot to move autonomously in a real-life environment presents a challenging problem. Unlike traditional wheeled robots, legged robots such as humanoid robots have advanced abilities of stepping over an object or striding over a deep gap with versatile locomotions. However, only few humanoid researches today have addressed this problem. In this paper, we consider the problem of planning a humanoid robot's motion in a layered environment cluttered with obstacles and deep narrow gaps. We extend the motion planning system for humanoids in our previous work to account for multiple locomotions and striding ability for a humanoid robot. Each locomotion corresponds to a tier in the search space, and the tiers are connected at the locations where motion transitions are possible. According to a humanoid's geometric properties, such as maximal gait size and step height, we propose to apply the closing morphological operator to the workspace bitmap to compute the reachability region for a humanoid with striding ability. Our experiments show that our system is efficient in generating versatile motions for a humanoid to reach its goal in a complex environment.
Tsai-Yen Li, Pei-Zhi Huang
ICRA2
2003 Motion planning for humanoid walking in a layered environment
abstract
Motion planning is one of the key capabilities for autonomous humanoid robots. Previous researches have focused on weight balancing, collision detection, and gait generation. Most planners either assume that the environment can be simplified to a 2D workspace or assume that the path is given. In this paper, we propose a motion planning system capable of generating both global and local motions for a humanoid robot in a layered or two and half dimensional environment. The planner can generate a gross motion that moves the humanoid vertically as well as horizontally to avoid obstacles in the environments. The gross motion is further realized by a local planner that determines the most efficient footsteps and locomotion over uneven terrain. If the local planner fails, the failure is feedback to the global planner to consider other alternative paths. The implemented humanoid planning system is an interactive tool that can compute collision-free motions for a humanoid robot in an online manner.
Tsai-Yen Li, Pei-Feng Chen, Pei-Zhi Huang
ICRA3