Michiel van de Panne

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80ranked-venue papers
8as first author
13since 2021 · last 2025
0000-0002-9123-3672ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 64 · 7 first-author · 8 since 2021Artificial intelligence and machine learning · 23 · 2 first-author · 7 since 2021Systems, architecture and hardware · 11 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 11 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control
abstract
Motion diffusion models and Reinforcement Learning (RL) based control for physics-based simulations have complementary strengths for human motion generation. The former is capable of generating a wide variety of motions, adhering to intuitive control such as text, while the latter offers physically plausible motion and direct interaction with the environment. In this work, we present a method that combines their respective strengths. CLoSD is a text-driven RL physics-based controller, guided by diffusion generation for various tasks. Our key insight is that motion diffusion can serve as an on-the-fly universal planner for a robust RL controller. To this end, CLoSD maintains a closed-loop interaction between two modules — a Diffusion Planner (DiP), and a tracking controller. DiP is a fast-responding autoregressive diffusion model, controlled by textual prompts and target locations, and the controller is a simple and robust motion imitator that continuously receives motion plans from DiP and provides feedback from the environment. CLoSD is capable of seamlessly performing a sequence of different tasks, including navigation to a goal location, striking an object with a hand or foot as specified in a text prompt, sitting down, and getting up.
Guy Tevet, Sigal Raab, Setareh Cohan, Daniele Reda, Zhengyi Luo 0002, Xue Bin Peng, Amit Bermano, Michiel van de Panne
ICLR8
2025 PRECISE-AS: Personalized Reinforcement Learning for Efficient Point-of-Care Echocardiography in Aortic Stenosis Diagnosis
Armin Saadat, Nima Hashemi, Hooman Vaseli, Michael Y. Tsang, Christina Luong 0001, Michiel van de Panne, Teresa Tsang, Purang Abolmaesumi
MICCAI (14)6
2025 Control Operators for Interactive Character Animation
abstract
Neural-network-based character controllers are increasingly common and capable. However, the integration of desired control inputs such as joystick movement, motion paths, and objects in the environment, remains challenging. This is because these inputs often require custom feature engineering, specific neural network architectures, and training procedures. This renders these methods largely inaccessible to non-technical designers. To address this challenge, we introduce Control Operators , a powerful and flexible framework for specifying the control mechanisms of interactive character controllers. By breaking down the control problem into a set of simple operators, each with a semantic meaning for designers, and a corresponding neural network structure, we allow non-technical users to design control mechanisms in a way that is intuitive and can be composed together to train models that have multiple skills and control modes. We demonstrate their potential with two current state-of-the-art interactive character controllers - a Flow-Matching-based auto-regressive model, and a variation of Learned Motion Matching. We validate the approach via a user study wherein industry practitioners with varying degrees of ML and technical expertise explore the use of our system.
Ruiyu Gou, Michiel van de Panne, Daniel Holden
ACM Trans. Graph.2
2024 PartwiseMPC: Interactive Control of Contact-Guided Motions
abstract
Abstract Physics‐based character motions remain difficult to create and control. We make two contributions towards simpler specification and faster generation of physics‐based control. First, we introduce a novel partwise model predictive control (MPC) method that exploits independent planning for body parts when this proves beneficial, while defaulting to whole‐body motion planning when that proves to be more effective. Second, we introduce a new approach to motion specification, based on specifying an ordered set of contact keyframes. These each specify a small number of pairwise contacts between the body and the environment, and serve as loose specifications of motion strategies. Unlike regular keyframes or traditional trajectory optimization constraints, they are heavily under‐constrained and have flexible timing. We demonstrate a range of challenging contact‐rich motions that can be generated online at interactive rates using this framework. We further show the generalization capabilities of the method.
Niloofar Khoshsiyar, Ruiyu Gou, Tianhong Zhou, Sheldon Andrews, Michiel van de Panne
Comput. Graph. Forum5
2023 OPT-Mimic: Imitation of Optimized Trajectories for Dynamic Quadruped Behaviors
abstract
Reinforcement Learning (RL) has seen many recent successes for quadruped robot control. The imitation of reference motions provides a simple and powerful prior for guiding solutions towards desired solutions without the need for meticulous reward design. While much work uses motion capture data or hand-crafted trajectories as the reference motion, relatively little work has explored the use of reference motions coming from model-based trajectory optimization. In this work, we investigate several design considerations that arise with such a framework, as demonstrated through four dynamic behaviours: trot, front hop, 180 backflip, and biped stepping. These are trained in simulation and transferred to a physical Solo 8 quadruped robot without further adaptation. In particular, we explore the space of feed-forward designs afforded by the trajectory optimizer to understand its impact on RL learning efficiency and sim - to- real transfer. These findings contribute to the long standing goal of producing robot controllers that combine the interpretability and precision of model-based optimization with the robustness that model-free RL- based controllers offer.
Yuni Fuchioka, Zhaoming Xie, Michiel van de Panne
ICRA3
2023 Physical Simulation of Balance Recovery after a Push
abstract
Our goal is to simulate how humans recover balance after external perturbation, e.g., being pushed. While different strategies can be adopted to achieve balance recovery, we particularly aim at replicating how humans combine the control of their support area with the control of their body movement to regain balance when it is necessary. We develop a physics-based approach to simulate balance recovery, with two main contributions to achieve our goal: a foot control technique to adjust the shape of a character’s support zone to the motion of its center of mass (CoM), and the dynamic control of the CoM to maintain its vertical projection in this same zone. We also calibrate the simulation by optimisation, before validating our results against experimental data.
Alexis Jensen, Thomas Chatagnon, Niloofar Khoshsiyar, Daniele Reda, Michiel van de Panne, Charles Pontonnier, Julien Pettré
MIG5
2022 Style-ERD: Responsive and Coherent Online Motion Style Transfer
abstract
Motion style transfer is a common method for enriching character animation. Motion style transfer algorithms are often designed for offline settings where motions are processed in segments. However, for online animation applications, such as real-time avatar animation from motion capture, motions need to be processed as a stream with minimal latency. In this work, we realize a flexible, high-quality motion style transfer method for this setting. We propose a novel style transfer model, Style-ERD, to stylize motions in an online manner with an Encoder-Recurrent-Decoder structure, along with a novel discriminator that combines feature attention and temporal attention. Our method stylizes motions into multiple target styles with a unified model. Although our method targets online settings, it outperforms previous offline methods in motion realism and style expressiveness and provides significant gains in runtime efficiency.
Tianxin Tao, Xiaohang Zhan, Zhongquan Chen, Michiel van de Panne
CVPR4
2022 Understanding the Evolution of Linear Regions in Deep Reinforcement Learning
abstract
Policies produced by deep reinforcement learning are typically characterised by their learning curves, but they remain poorly understood in many other respects. ReLU-based policies result in a partitioning of the input space into piecewise linear regions. We seek to understand how observed region counts and their densities evolve during deep reinforcement learning using empirical results that span a range of continuous control tasks and policy network dimensions. Intuitively, we may expect that during training, the region density increases in the areas that are frequently visited by the policy, thereby affording fine-grained control. We use recent theoretical and empirical results for the linear regions induced by neural networks in supervised learning settings for grounding and comparison of our results. Empirically, we find that the region density increases only moderately throughout training, as measured along fixed trajectories coming from the final policy. However, the trajectories themselves also increase in length during training, and thus the region densities decrease as seen from the perspective of the current trajectory. Our findings suggest that the complexity of deep reinforcement learning policies does not principally emerge from a significant growth in the complexity of functions observed on-and-around trajectories of the policy.
Setareh Cohan, Nam Hee Kim, David Rolnick, Michiel van de Panne
NeurIPS4
2022 GLiDE: Generalizable Quadrupedal Locomotion in Diverse Environments with a Centroidal Model
Zhaoming Xie, Xingye Da, Buck Babich, Animesh Garg, Michiel van de Panne
WAFR5
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. Forum6
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.2
2021 Dynamics Randomization Revisited: A Case Study for Quadrupedal Locomotion
abstract
Understanding the gap between simulation and reality is critical for reinforcement learning with legged robots, which are largely trained in simulation. However, recent work has resulted in sometimes conflicting conclusions with regard to which factors are important for success, including the role of dynamics randomization. In this paper, we aim to provide clarity and understanding on the role of dynamics randomization in learning robust locomotion policies for the Laikago quadruped robot. Surprisingly, in contrast to prior work with the same robot model, we find that direct sim-to-real transfer is possible without dynamics randomization or on-robot adaptation schemes. We conduct extensive ablation studies in a sim-to-sim setting to understand the key issues underlying successful policy transfer, including other design decisions that can impact policy robustness. We further ground our conclusions via sim-to-real experiments with various gaits, speeds, and stepping frequencies. Additional Details: pair.toronto.edu/understanding-dr/
Zhaoming Xie, Xingye Da, Michiel van de Panne, Buck Babich, Animesh Garg
ICRA3
2021 Discovering diverse athletic jumping strategies
abstract
We present a framework that enables the discovery of diverse and natural-looking motion strategies for athletic skills such as the high jump. The strategies are realized as control policies for physics-based characters. Given a task objective and an initial character configuration, the combination of physics simulation and deep reinforcement learning (DRL) provides a suitable starting point for automatic control policy training. To facilitate the learning of realistic human motions, we propose a Pose Variational Autoencoder (P-VAE) to constrain the actions to a subspace of natural poses. In contrast to motion imitation methods, a rich variety of novel strategies can naturally emerge by exploring initial character states through a sample-efficient Bayesian diversity search (BDS) algorithm. A second stage of optimization that encourages novel policies can further enrich the unique strategies discovered. Our method allows for the discovery of diverse and novel strategies for athletic jumping motions such as high jumps and obstacle jumps with no motion examples and less reward engineering than prior work.
Zhiqi Yin, Zeshi Yang, Michiel van de Panne, KangKang Yin
ACM Trans. Graph.3
2020 Learning to Locomote: Understanding How Environment Design Matters for Deep Reinforcement Learning
abstract
Learning to locomote is one of the most common tasks in physics-based animation and deep reinforcement learning (RL). A learned policy is the product of the problem to be solved, as embodied by the RL environment, and the RL algorithm. While enormous attention has been devoted to RL algorithms, much less is known about the impact of design choices for the RL environment. In this paper, we show that environment design matters in significant ways and document how it can contribute to the brittle nature of many RL results. Specifically, we examine choices related to state representations, initial state distributions, reward structure, control frequency, episode termination procedures, curriculum usage, the action space, and the torque limits. We aim to stimulate discussion around such choices, which in practice strongly impact the success of RL when applied to continuous-action control problems of interest to animation, such as learning to locomote.
Daniele Reda, Tianxin Tao, Michiel van de Panne
MIG3
2020 ALLSTEPS: Curriculum-driven Learning of Stepping Stone Skills
abstract
Abstract Humans are highly adept at walking in environments with foot placement constraints, including stepping‐stone scenarios where footstep locations are fully constrained. Finding good solutions to stepping‐stone locomotion is a longstanding and fundamental challenge for animation and robotics. We present fully learned solutions to this difficult problem using reinforcement learning. We demonstrate the importance of a curriculum for efficient learning and evaluate four possible curriculum choices compared to a non‐curriculum baseline. Results are presented for a simulated humanoid, a realistic bipedal robot simulation and a monster character, in each case producing robust, plausible motions for challenging stepping stone sequences and terrains.
Zhaoming Xie, Hung Yu Ling, Nam Hee Kim, Michiel van de Panne
Comput. Graph. Forum4
2020 Fast and flexible multilegged locomotion using learned centroidal dynamics
abstract
We present a flexible and efficient approach for generating multilegged locomotion. Our model-predictive control (MPC) system efficiently generates terrain-adaptive motions, as computed using a three-level planning approach. This leverages two commonly-used simplified dynamics models, an inverted pendulum on a cart model (IPC) and a centroidal dynamics model (CDM). Taken together, these ensure efficient computation and physical fidelity of the resulting motion. The final full-body motion is generated using a novel momentum-mapped inverse kinematics solver and is responsive to external pushes by using CDM forward dynamics. For additional efficiency and robustness, we then learn a predictive model that then replaces two of the intermediate steps. We demonstrate the rich capabilities of the method by applying it to monopeds, bipeds, and quadrupeds, and showing that it can generate a very broad range of motions at interactive rates, including banked variable-terrain walking and running, hurdles, jumps, leaps, stepping stones, monkey bars, implicit quadruped gait transitions, moon gravity, push-responses, and more.
Taesoo Kwon, Yoonsang Lee 0001, Michiel van de Panne
ACM Trans. Graph.3
2020 Character controllers using motion VAEs
abstract
A fundamental problem in computer animation is that of realizing purposeful and realistic human movement given a sufficiently-rich set of motion capture clips. We learn data-driven generative models of human movement using autoregressive conditional variational autoencoders, or Motion VAEs. The latent variables of the learned autoencoder define the action space for the movement and thereby govern its evolution over time. Planning or control algorithms can then use this action space to generate desired motions. In particular, we use deep reinforcement learning to learn controllers that achieve goal-directed movements. We demonstrate the effectiveness of the approach on multiple tasks. We further evaluate system-design choices and describe the current limitations of Motion VAEs.
Hung Yu Ling, Fabio Zinno, George Cheng, Michiel van de Panne
ACM Trans. Graph.4
2019 On Learning Symmetric Locomotion
abstract
Human and animal gaits are often symmetric in nature, which points to the use of motion symmetry as a potentially useful source of structure that can be exploited for learning. By encouraging symmetric motion, the learning may be faster, converge to more efficient solutions, and be more aesthetically pleasing. We describe, compare, and evaluate four practical methods for encouraging motion symmetry. These are implemented via particular choices of structure for the policy network, data duplication, or via the loss function. We experimentally evaluate the methods in terms of learning performance and achieved symmetry, and provide summary guidelines for the choice of symmetry method. We further describe some practical and conceptual issues that arise. Because similar implementation choices exist for other types of inductive biases, the insights gained may also be relevant to other learning problems with applicable symmetry abstractions.
Farzad Abdolhosseini, Hung Yu Ling, Zhaoming Xie, Xue Bin Peng, Michiel van de Panne
MIG5
2018 Progressive Reinforcement Learning with Distillation for Multi-Skilled Motion Control
Glen Berseth, Paul Cernek, Michiel van de Panne
ICLR (Poster)4
2018 Model-Based Action Exploration for Learning Dynamic Motion Skills
abstract
Deep reinforcement learning has achieved great strides in solving challenging motion control tasks. Recently, there has been significant work on methods for exploiting the data gathered during training, but there has been less work on how to best generate the data to learn from. For continuous action domains, the most common method for generating exploratory actions involves sampling from a Gaussian distribution centred around the mean action output by a policy. Although these methods can be quite capable, they do not scale well with the dimensionality of the action space, and can be dangerous to apply on hardware. We consider learning a forward dynamics model to predict the result, (xt+1), of taking a particular action, (u), given a specific observation of the state, (xt). With this model we perform internal lookahead predictions of outcomes and seek actions we believe have a reasonable chance of success. This method alters the exploratory action space, thereby increasing learning speed and enables higher quality solutions to difficult problems, such as robotic locomotion and juggling.
Glen Berseth, Alex Kyriazis, Ivan Zinin, William Choi, Michiel van de Panne
IROS5
2018 Feedback Control For Cassie With Deep Reinforcement Learning
abstract
Bipedal locomotion skills are challenging to develop. Control strategies often use local linearization of the dynamics in conjunction with reduced-order abstractions to yield tractable solutions. In these model-based control strategies, the controller is often not fully aware of many details, including torque limits, joint limits, and other non-linearities that are necessarily excluded from the control computations for simplicity. Deep reinforcement learning (DRL) offers a promising model-free approach for controlling bipedal locomotion which can more fully exploit the dynamics. However, current results in the machine learning literature are often based on ad-hoc simulation models that are not based on corresponding hardware. Thus it remains unclear how well DRL will succeed on realizable bipedal robots. In this paper, we demonstrate the effectiveness of DRL using a realistic model of Cassie, a bipedal robot. By formulating a feedback control problem as finding the optimal policy for a Markov Decision Process, we are able to learn robust walking controllers that imitate a reference motion with DRL. Controllers for different walking speeds are learned by imitating simple time-scaled versions of the original reference motion. Controller robustness is demonstrated through several challenging tests, including sensory delay, walking blindly on irregular terrain and unexpected pushes at the pelvis. We also show we can interpolate between individual policies and that robustness can be improved with an interpolated policy.
Zhaoming Xie, Glen Berseth, Patrick Clary, Jonathan W. Hurst, Michiel van de Panne
IROS5
2018 Data-driven autocompletion for keyframe animation
abstract
We explore the potential of learned autocompletion methods for synthesizing animated motions from input keyframes. Our model uses an autoregressive two-layer recurrent neural network that is conditioned on target keyframes. The model is trained on the motion characteristics of example motions and sampled keyframes from those motions. Given a set of desired key frames, the trained model is then capable of generating motion sequences that interpolate the keyframes while following the style of the examples observed in the training corpus. We demonstrate our method on a hopping lamp, using a diverse set of hops from a physics-based model as training data. The model can then synthesize new hops based on a diverse range of keyframes. We discuss the strengths and weaknesses of this type of approach in some detail.
Michiel van de Panne
MIG2
2018 Anticipatory balance control and dimension reduction
abstract
Abstract A hallmark of many skilled motions is the anticipatory nature of the balance‐related adjustments that happenin preparation forthe expected evolution of forces during the motion. This can shape simulated and animated motions in subtle but important ways, help lend physical credence to the motion, and help signal the character's intent. In this article, we investigate how center‐of‐mass reference trajectories (CMRTs) can be learned so as to achieve anticipatory balance control with a state‐of‐the‐art reactive balancing system. This enables the design of physics‐based motion simulations that involve fast pose transitions as well as force‐based interactions with the environment, such as punches, pushes, and catching heavy objects. We also show that generating CMRTs in a reduced space may result in faster computation times for similar task motions that deal with environmental interactions. We demonstrate the results on planar human models and show that CMRTs generalize well across parameterized versions of a motion. We illustrate that they are also effective at conveying a mismatch between a character's expectations and reality, for example, thinking that an object is heavier than it is.
Amir Hossein Rabbani, Michiel van de Panne, Paul G. Kry
Comput. Animat. Virtual Worlds2
2018 DeepMimic: example-guided deep reinforcement learning of physics-based character skills
abstract
A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental variation. We show that well-known reinforcement learning (RL) methods can be adapted to learn robust control policies capable of imitating a broad range of example motion clips, while also learning complex recoveries, adapting to changes in morphology, and accomplishing user-specified goals. Our method handles keyframed motions, highly-dynamic actions such as motion-captured flips and spins, and retargeted motions. By combining a motion-imitation objective with a task objective, we can train characters that react intelligently in interactive settings, e.g., by walking in a desired direction or throwing a ball at a user-specified target. This approach thus combines the convenience and motion quality of using motion clips to define the desired style and appearance, with the flexibility and generality afforded by RL methods and physics-based animation. We further explore a number of methods for integrating multiple clips into the learning process to develop multi-skilled agents capable of performing a rich repertoire of diverse skills. We demonstrate results using multiple characters (human, Atlas robot, bipedal dinosaur, dragon) and a large variety of skills, including locomotion, acrobatics, and martial arts.
Xue Bin Peng, Pieter Abbeel, Sergey Levine, Michiel van de Panne
ACM Trans. Graph.4
2017 Domain of Attraction Expansion for Physics-Based Character Control
abstract
Determining effective control strategies and solutions for high-degree-of-freedom humanoid characters has been a difficult, ongoing problem. A controller is only valid for a subset of the states of the character, known as the domain of attraction (DOA). This article shows how many states that are initially outside the DOA can be brought inside it. Our first contribution is to show how DOA expansion can be performed for a high-dimensional simulated character. Our second contribution is to present an algorithm that efficiently increases the DOA using random trees that provide denser coverage than the trees produced by typical sampling-based motion-planning algorithms. The trees are constructed offline but can be queried fast enough for near-real-time control. We show the effect of DOA expansion on getting up, crouch-to-stand, jumping, and standing-twist controllers. We also show how DOA expansion can be used to connect controllers together.
Mazen Al Borno, Michiel van de Panne, Eugene Fiume
ACM Trans. Graph.2
2017 DeepLoco: dynamic locomotion skills using hierarchical deep reinforcement learning
abstract
Learning physics-based locomotion skills is a difficult problem, leading to solutions that typically exploit prior knowledge of various forms. In this paper we aim to learn a variety of environment-aware locomotion skills with a limited amount of prior knowledge. We adopt a two-level hierarchical control framework. First, low-level controllers are learned that operate at a fine timescale and which achieve robust walking gaits that satisfy stepping-target and style objectives. Second, high-level controllers are then learned which plan at the timescale of steps by invoking desired step targets for the low-level controller. The high-level controller makes decisions directly based on high-dimensional inputs, including terrain maps or other suitable representations of the surroundings. Both levels of the control policy are trained using deep reinforcement learning. Results are demonstrated on a simulated 3D biped. Low-level controllers are learned for a variety of motion styles and demonstrate robustness with respect to force-based disturbances, terrain variations, and style interpolation. High-level controllers are demonstrated that are capable of following trails through terrains, dribbling a soccer ball towards a target location, and navigating through static or dynamic obstacles.
Xue Bin Peng, Glen Berseth, KangKang Yin, Michiel van de Panne
ACM Trans. Graph.4
2016 A Conversation with the CHCCS/SCDHM 2016 Achievement Award Winner
Michiel van de Panne, Paul G. Kry
Graphics Interface1
2016 Guided Learning of Control Graphs for Physics-Based Characters
abstract
The difficulty of developing control strategies has been a primary bottleneck in the adoption of physics-based simulations of human motion. We present a method for learning robust feedback strategies around given motion capture clips as well as the transition paths between clips. The output is a control graph that supports real-time physics-based simulation of multiple characters, each capable of a diverse range of robust movement skills, such as walking, running, sharp turns, cartwheels, spin-kicks, and flips. The control fragments that compose the control graph are developed using guided learning. This leverages the results of open-loop sampling-based reconstruction in order to produce state-action pairs that are then transformed into a linear feedback policy for each control fragment using linear regression. Our synthesis framework allows for the development of robust controllers with a minimal amount of prior knowledge.
Libin Liu 0002, Michiel van de Panne, KangKang Yin
ACM Trans. Graph.2
2016 Terrain-adaptive locomotion skills using deep reinforcement learning
abstract
Reinforcement learning offers a promising methodology for developing skills for simulated characters, but typically requires working with sparse hand-crafted features. Building on recent progress in deep reinforcement learning (DeepRL), we introduce a mixture of actor-critic experts (MACE) approach that learns terrain-adaptive dynamic locomotion skills using high-dimensional state and terrain descriptions as input, and parameterized leaps or steps as output actions. MACE learns more quickly than a single actor-critic approach and results in actor-critic experts that exhibit specialization. Additional elements of our solution that contribute towards efficient learning include Boltzmann exploration and the use of initial actor biases to encourage specialization. Results are demonstrated for multiple planar characters and terrain classes.
Xue Bin Peng, Glen Berseth, Michiel van de Panne
ACM Trans. Graph.3
2016 Task-based locomotion
abstract
High quality locomotion is key to achieving believable character animation, but is often modeled as a generic stepping motion between two locations. In practice, locomotion often has task-specific characteristics and can exhibit a rich vocabulary of step types, including side steps, toe pivots, heel pivots, and intentional foot slides. We develop a model for such types of behaviors, based on task-specific foot-step plans that act as motion templates. The footstep plans are invoked and optimized at interactive rates and then serve as the basis for producing full body motion. We demonstrate the production of high-quality motions for three tasks: whiteboard writing, moving boxes, and sitting behaviors. The model enables retargeting to characters of varying proportions by yielding motion plans that are appropriately tailored to these proportions. We also show how the task effort or duration can be taken into account, yielding coarticulation behaviors.
Shailen Agrawal, Michiel van de Panne
ACM Trans. Graph.2
2015 Modeling 3D animals from a side-view sketch
Even Entem, Loïc Barthe, Marie-Paule Cani, Frederic Cordier, Michiel van de Panne
Comput. Graph.5
2015 Controller Design for Multi-Skilled Bipedal Characters
abstract
Abstract Developing motions for simulated humanoids remains a challenging problem. While there exists a multitude of approaches, few of these are reimplemented or reused by others. The predominant focus of papers in the area remains on algorithmic novelty, due to the difficulty and lack of incentive to more fully explore what can be accomplished within the scope of existing methodologies. We develop a language, based on common features found across physics‐based character animation research, that facilitates the controller authoring process. By specifying motion primitives over a number of phases, our language has been used to design over 25 controllers for motions ranging from simple static balanced poses, to highly dynamic stunts. Controller sequencing is supported in two ways. Naive integration of controllers is achieved by using highly stable pose controllers (such as a standing or squatting) as intermediate transitions. More complex controller connections are automatically learned through an optimization process. The robustness of our system is demonstrated via random walkthroughs of our integrated set of controllers.
Michael Firmin, Michiel van de Panne
Comput. Graph. Forum2
2015 Dynamic terrain traversal skills using reinforcement learning
abstract
The locomotion skills developed for physics-based characters most often target flat terrain. However, much of their potential lies with the creation of dynamic, momentum-based motions across more complex terrains. In this paper, we learn controllers that allow simulated characters to traverse terrains with gaps, steps, and walls using highly dynamic gaits. This is achieved using reinforcement learning, with careful attention given to the action representation, non-parametric approximation of both the value function and the policy; epsilon-greedy exploration; and the learning of a good state distance metric. The methods enable a 21-link planar dog and a 7-link planar biped to navigate challenging sequences of terrain using bounding and running gaits. We evaluate the impact of the key features of our skill learning pipeline on the resulting performance.
Xue Bin Peng, Glen Berseth, Michiel van de Panne
ACM Trans. Graph.3
2015 Vector graphics animation with time-varying topology
abstract
We introduce the Vector Animation Complex (VAC), a novel data structure for vector graphics animation, designed to support the modeling of time-continuous topological events. This allows features of a connected drawing to merge, split, appear, or disappear at desired times via keyframes that introduce the desired topological change. Because the resulting space-time complex directly captures the time-varying topological structure, features are readily edited in both space and time in a way that reflects the intent of the drawing. A formal description of the data structure is provided, along with topological and geometric invariants. We illustrate our modeling paradigm with experimental results on various examples.
Boris Dalstein, Rémi Ronfard, Michiel van de Panne
ACM Trans. Graph.3
2014 Anticipatory balance control
abstract
A hallmark of many skilled motions is the anticipatory nature of the balance-related adjustments that happen in preparation for the expected evolution of forces during the motion. This can shape simulated and animated motions in subtle-but-important ways, help lend physical credence to the motion, and help signal the character's intent. In this paper, we investigate how center of mass reference trajectories (CMRTs) can be learned in order to achieve anticipatory balance control with a state-of-the-art reactive balancing system. This enables the design of physics-based motion simulations that involve fast pose transitions as well as force-based interactions with the environment, such as punches, pushes, and catching heavy objects. We demonstrate the results on planar human models, and show that CMRTs can generalize across parameterized versions of a motion. We illustrate that they are also effective at conveying a mismatch between a character's expectations and reality, e.g., thinking that an object is heavier than it is.
Amir Hossein Rabbani, Michiel van de Panne, Paul G. Kry
MIG2
2014 Vector graphics complexes
abstract
Basic topological modeling, such as the ability to have several faces share a common edge, has been largely absent from vector graphics. We introduce the vector graphics complex (VGC) as a simple data structure to support fundamental topological modeling operations for vector graphics illustrations. The VGC can represent any arbitrary non-manifold topology as an immersion in the plane, unlike planar maps which can only represent embeddings. This allows for the direct representation of incidence relationships between objects and can therefore more faithfully capture the intended semantics of many illustrations, while at the same time keeping the geometric flexibility of stacking-based systems. We describe and implement a set of topological editing operations for the VGC, including glue, unglue, cut, and uncut. Our system maintains a global stacking order for all faces, edges, and vertices without requiring that components of an object reside together on a single layer. This allows for the coordinated editing of shared vertices and edges even for objects that have components distributed across multiple layers. We introduce VGC-specific methods that are tailored towards quickly achieving desired stacking orders for faces, edges, and vertices.
Boris Dalstein, Rémi Ronfard, Michiel van de Panne
ACM Trans. Graph.3
2014 Diverse Motions and Character Shapes for Simulated Skills
abstract
We present an optimization framework that produces a diverse range of motions for physics-based characters for tasks such as jumps, flips, and walks. This stands in contrast to the more common use of optimization to produce a single optimal motion. The solutions can be optimized to achieve motion diversity or diversity in the proportions of the simulated characters. As input, the method takes a character model, a parameterized controller for a successful motion instance, a set of constraints that should be preserved, and a pairwise distance metric. An offline optimization then produces a highly diverse set of motion styles or, alternatively, motions that are adapted to a diverse range of character shapes. We demonstrate results for a variety of 2D and 3D physics-based motions, showing that the approach can generate compelling new variations of simulated skills.
Shailen Agrawal, Michiel van de Panne
IEEE Trans. Vis. Comput. Graph.3
2013 Pareto Optimal Control for Natural and Supernatural Motions
abstract
Optimization is a natural tool for designing natural motion control strategies. However, optimal motions can be expensive to compute. Furthermore, we are often interested in knowing an entire family of optimal motions rather than single motion. For a motion such as a jump, the solution family of interest is described by the pareto-optimal front that defines the trade-off between effort and jump height. In this paper we explore algorithms for computing a set of controllers that span the pareto-optimal front for jumping motions. Once computed, these controllers can then drive physics-based simulations in real time. We also develop supernatural jump controllers through the optimized introduction of external forces. We show that the pareto-optimal front can naturally span both natural and supernatural regimes. This allows for controllers that can naturally transition from physics-based motions to motions assisted by external forces as the task demands increase.
Shailen Agrawal, Michiel van de Panne
MIG2
2013 Flexible muscle-based locomotion for bipedal creatures
abstract
We present a muscle-based control method for simulated bipeds in which both the muscle routing and control parameters are optimized. This yields a generic locomotion control method that supports a variety of bipedal creatures. All actuation forces are the result of 3D simulated muscles, and a model of neural delay is included for all feedback paths. As a result, our controllers generate torque patterns that incorporate biomechanical constraints. The synthesized controllers find different gaits based on target speed, can cope with uneven terrain and external perturbations, and can steer to target directions.
Thomas Geijtenbeek, Michiel van de Panne, A. Frank van der Stappen
ACM Trans. Graph.2
2012 Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
abstract
In this paper we learn the skills required by real-time physics-based avatars to perform parkour-style fast terrain crossing using a mix of running, jumping, speed-vaulting, and drop-rolling. We begin with a single motion capture example of each skill and then learn reduced-order linear feedback control laws that provide robust execution of the motions during forward dynamic simulation. We then parameterize each skill with respect to the environment, such as the height of obstacles, or with respect to the task parameters, such as running speed and direction. We employ a continuation process to achieve the required parameterization of the motions and their affine feedback laws. The continuation method uses a predictor-corrector method based on radial basis functions. Lastly, we build control laws specific to the sequential composition of different skills, so that the simulated character can robustly transition to obstacle clearing maneuvers from running whenever obstacles are encountered. The learned transition skills work in tandem with a simple online step-based planning algorithm, and together they robustly guide the character to achieve a state that is well-suited for the chosen obstacle-clearing motion.
Libin Liu 0002, KangKang Yin, Michiel van de Panne, Baining Guo
ACM Trans. Graph.3
2012 Guest Editor's Introduction: Special Section on the ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA)
abstract
The articles in this special section consist of selected papers from the 10th annual ACM SIGGRAPH/Eurographics Symposium on Computer Animation that was held 5-7 August 2011.
Adam W. Bargteil, Michiel van de Panne
IEEE Trans. Vis. Comput. Graph.2
2011 Displacement interpolation using Lagrangian mass transport
abstract
Interpolation between pairs of values, typically vectors, is a fundamental operation in many computer graphics applications. In some cases simple linear interpolation yields meaningful results without requiring domain knowledge. However, interpolation between pairs of distributions or pairs of functions often demands more care because features may exhibit translational motion between exemplars. This property is not captured by linear interpolation. This paper develops the use of displacement interpolation for this class of problem, which provides a generic method for interpolating between distributions or functions based on advection instead of blending. The functions can be non-uniformly sampled, high-dimensional, and defined on non-Euclidean manifolds, e.g., spheres and tori. Our method decomposes distributions or functions into sums of radial basis functions (RBFs). We solve a mass transport problem to pair the RBFs and apply partial transport to obtain the interpolated function. We describe practical methods for computing the RBF decomposition and solving the transport problem. We demonstrate the interpolation approach on synthetic examples, BRDFs, color distributions, environment maps, stipple patterns, and value functions.
Nicolas Bonneel, Michiel van de Panne, Sylvain Paris, Wolfgang Heidrich
ACM Trans. Graph.2
2011 Locomotion skills for simulated quadrupeds
abstract
We develop an integrated set of gaits and skills for a physics-based simulation of a quadruped. The motion repertoire for our simulated dog includes walk, trot, pace, canter, transverse gallop, rotary gallop, leaps capable of jumping on-and-off platforms and over obstacles, sitting, lying down, standing up, and getting up from a fall. The controllers use a representation based on gait graphs, a dual leg frame model, a flexible spine model, and the extensive use of internal virtual forces applied via the Jacobian transpose. Optimizations are applied to these control abstractions in order to achieve robust gaits and leaps with desired motion styles. The resulting gaits are evaluated for robustness with respect to push disturbances and the traversal of variable terrain. The simulated motions are also compared to motion data captured from a filmed dog.
Stelian Coros, Andrej Karpathy, Ben Jones, Lionel Revéret, Michiel van de Panne
ACM Trans. Graph.5
2010 Skills-in-a-Box: Towards Abstract Models of Motor Skills
Michiel van de Panne
MIG1
2010 Flexible isosurfaces: Simplifying and displaying scalar topology using the contour tree
Hamish A. Carr, Jack Snoeyink, Michiel van de Panne
Comput. Geom.3
2010 Generalized biped walking control
abstract
We present a control strategy for physically-simulated walking motions that generalizes well across gait parameters, motion styles, character proportions, and a variety of skills. The control is realtime, requires no character-specific or motion-specific tuning, is robust to disturbances, and is simple to compute. The method works by integrating tracking, using proportional-derivative control; foot placement, using an inverted pendulum model; and adjustments for gravity and velocity errors, using Jacobian transpose control. High-level gait parameters allow for forwards-and-backwards walking, various walking speeds, turns, walk-to-stop, idling, and stop-to-walk behaviors. Character proportions and motion styles can be authored interactively, with edits resulting in the instant realization of a suitable controller. The control is further shown to generalize across a variety of walking-related skills, including picking up objects placed at any height, lifting and walking with heavy crates, pushing and pulling crates, stepping over obstacles, ducking under obstacles, and climbing steps.
Stelian Coros, Philippe Beaudoin, Michiel van de Panne
ACM Trans. Graph.3
2010 Sampling-based contact-rich motion control
abstract
Human motions are the product of internal and external forces, but these forces are very difficult to measure in a general setting. Given a motion capture trajectory, we propose a method to reconstruct its open-loop control and the implicit contact forces. The method employs a strategy based on randomized sampling of the control within user-specified bounds, coupled with forward dynamics simulation. Sampling-based techniques are well suited to this task because of their lack of dependence on derivatives, which are difficult to estimate in contact-rich scenarios. They are also easy to parallelize, which we exploit in our implementation on a compute cluster. We demonstrate reconstruction of a diverse set of captured motions, including walking, running, and contact rich tasks such as rolls and kip-up jumps. We further show how the method can be applied to physically based motion transformation and retargeting, physically plausible motion variations, and reference-trajectory-free idling motions. Alongside the successes, we point out a number of limitations and directions for future work.
Libin Liu 0002, KangKang Yin, Michiel van de Panne, Tianjia Shao, Weiwei Xu 0003
ACM Trans. Graph.3
2009 Single Photo Estimation of Hair Appearance
abstract
Abstract Significant progress has been made in high‐quality hair rendering, but it remains difficult to choose parameter values that reproduce a given real hair appearance. In particular, for applications such as games where naive users want to create their own avatars, tuning complex parameters is not practical. Our approach analyses a single flash photograph and estimates model parameters that reproduce the visual likeness of the observed hair. The estimated parameters include color absorptions, three reflectance lobe parameters of a multiple‐scattering rendering model, and a geometric noise parameter. We use a novel melanin‐based model to capture the natural subspace of hair absorption parameters. At its core, the method assumes that images of hair with similar color distributions are also similar in appearance. This allows us to recast the issue as an image retrieval problem where the photo is matched with a dataset of rendered images; we thus also match the model parameters used to generate these images. An earth‐mover's distance is used between luminance‐weighted color distributions to gauge similarity. We conduct a perceptual experiment to evaluate this metric in the context of hair appearance and demonstrate the method on 64 photographs, showing that it can achieve a visual likeness for a large variety of input photos.
Nicolas Bonneel, Sylvain Paris, Michiel van de Panne, Frédo Durand, George Drettakis
Comput. Graph. Forum3
2009 Robust task-based control policies for physics-based characters
abstract
We present a method for precomputing robust task-based control policies for physically simulated characters. This allows for characters that can demonstrate skill and purpose in completing a given task, such as walking to a target location, while physically interacting with the environment in significant ways. As input, the method assumes an abstract action vocabulary consisting of balance-aware, step-based controllers. A novel constrained state exploration phase is first used to define a character dynamics model as well as a finite volume of character states over which the control policy will be defined. An optimized control policy is then computed using reinforcement learning. The final policy spans the cross-product of the character state and task state, and is more robust than the conrollers it is constructed from. We demonstrate real-time results for six locomotion-based tasks and on three highly-varied bipedal characters. We further provide a game-scenario demonstration.
Stelian Coros, Philippe Beaudoin, Michiel van de Panne
ACM Trans. Graph.3
2009 Joint-aware manipulation of deformable models
abstract
Complex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable components. First we apply slippable motion analysis to automatically detect multiple types of joint constraints that are implicit in model geometry. For single-component geometry or models with disconnected components, we support user-defined virtual joints. Then we integrate manipulation handle constraints, multiple components, joint constraints, joint limits, and deformation energies into a single volumetric-cell-based space deformation problem. An iterative, parallelized Gauss-Newton solver is used to solve the resulting nonlinear optimization. Interactive deformable manipulation is demonstrated on a variety of geometric models while automatically respecting their multi-component nature and the natural behavior of their joints.
Weiwei Xu 0003, KangKang Yin, Kun Zhou 0001, Michiel van de Panne, Falai Chen, Baining Guo
ACM Trans. Graph.5
2008 Computers and Graphics special issue on EG SBIM 2007
Michiel van de Panne, Eric Saund
Comput. Graph.1
2008 Synthesis of constrained walking skills
abstract
Simulated characters in simulated worlds require simulated skills. We develop control strategies that enable physically-simulated characters to dynamically navigate environments with significant stepping constraints, such as sequences of gaps. We present a synthesis-analysis-synthesis framework for this type of problem. First, an offline optimization method is applied in order to compute example control solutions for randomly-generated example problems from the given task domain. Second, the example motions and their underlying control patterns are analyzed to build a low-dimensional step-to-step model of the dynamics. Third, this model is exploited by a planner to solve new instances of the task at interactive rates. We demonstrate real-time navigation across constrained terrain for physics-based simulations of 2D and 3D characters. Because the framework sythesizes its own example data, it can be applied to bipedal characters for which no motion data is available.
Stelian Coros, Philippe Beaudoin, KangKang Yin, Michiel van de Panne
ACM Trans. Graph.4
2008 Reusable skinning templates using cage-based deformations
abstract
Character skinning determines how the shape of the surface geometry changes as a function of the pose of the underlying skeleton. In this paper we describe skinning templates, which define common deformation behaviors for common joint types. This abstraction allows skinning solutions to be shared and reused, and they allow a user to quickly explore many possible alternatives for the skinning behavior of a character. The skinning templates are implemented using cage-based deformations, which offer a flexible design space within which to develop reusable skinning behaviors. We demonstrate the interactive use of skinning templates to quickly explore alternate skinning behaviors for 3D models.
Qian-Yi Zhou, Michiel van de Panne, Daniel Cohen-Or, Ulrich Neumann
ACM Trans. Graph.3
2008 Continuation methods for adapting simulated skills
abstract
Modeling the large space of possible human motions requires scalable techniques. Generalizing from example motions or example controllers is one way to provide the required scalability. We present techniques for generalizing a controller for physics-based walking to significantly different tasks, such as climbing a large step up, or pushing a heavy object. Continuation methods solve such problems using a progressive sequence of problems that trace a path from an existing solved problem to the final desired-but-unsolved problem. Each step in the continuation sequence makes progress towards the target problem while further adapting the solution. We describe and evaluate a number of choices in applying continuation methods to adapting walking gaits for tasks involving interaction with the environment. The methods have been successfully applied to automatically adapt a regular cyclic walk to climbing a 65 cm step, stepping over a 55 cm sill, pushing heavy furniture, walking up steep inclines, and walking on ice. The continuation path further provides parameterized solutions to these problems.
KangKang Yin, Stelian Coros, Philippe Beaudoin, Michiel van de Panne
ACM Trans. Graph.4
2007 Adapting wavelet compression to human motion capture clips
abstract
Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation is needed for the motion data in order to support the real-time motion of a large number of characters with minimal memory and minimal computational overheads. We present a wavelet-based compression technique that is specially adapted to the nature of joint angle data. In particular, we define wavelet coefficient selection as a discrete optimization problem within a tractable search space adapted to the nature of the data. We further extend this technique to take into account visual artifacts such as footskate. The proposed techniques are compared to standard truncated wavelet compression and principal component analysis based compression. The fast decompression times and our focus on short, recomposable animation clips make the proposed techniques a realistic choice for many interactive applications.
Philippe Beaudoin, Pierre Poulin, Michiel van de Panne
Graphics Interface3
2007 Faster Motion Planning Using Learned Local Viability Models
abstract
Current motion planners, in general, can neither "see" the world around them, nor learn from experience. That is, their reliance on collision tests as the only means of sensing the environment yields a tactile, myopic perception of the world. Such short-sightedness greatly limits any potential for detection, learning, or reasoning about frequently encountered situations. As a result, it is common for current planners to solve and re-solve the same general scenarios over and over, each time none the wiser. We thus propose a general approach for motion planning, as well as a specific illustrative algorithm, in which local sensory information, in conjunction with prior accumulated experience, are exploited to improve planner performance. Our approach relies on learning viability models for the agent's "perceptual space", and the use thereof to direct planning effort. Experiments with three test agents show significant speedups and skill-transfer between environments.
Maciej Kalisiak, Michiel van de Panne
ICRA2
2007 SIMBICON: simple biped locomotion control
abstract
Physics-based simulation and control of biped locomotion is difficult because bipeds are unstable, underactuated, high-dimensional dynamical systems. We develop a simple control strategy that can be used to generate a large variety of gaits and styles in real-time, including walking in all directions (forwards, backwards, sideways, turning), running, skipping, and hopping. Controllers can be authored using a small number of parameters, or their construction can be informed by motion capture data. The controllers are applied to 2D and 3D physically-simulated character models. Their robustness is demonstrated with respect to pushes in all directions, unexpected steps and slopes, and unexpected variations in kinematic and dynamic parameters. Direct transitions between controllers are demonstrated as well as parameterized control of changes in direction and speed. Feedback-error learning is applied to learn predictive torque models, which allows for the low-gain control that typifies many natural motions as well as producing smoother simulated motion.
KangKang Yin, Kevin Loken, Michiel van de Panne
ACM Trans. Graph.3
2006 RRT-blossom: RRT with a Local Flood-fill Behavior
abstract
This paper proposes a new variation of the RRT planner which demonstrates good performance on both loosely-constrained and highly-constrained environments. The key to the planner is an implicit flood-fill-like mechanism, a technique that is well suited to escaping local minima in highly constrained problems. We show sample results for a variety of problems and environments, and discuss future improvements
Maciej Kalisiak, Michiel van de Panne
ICRA2
2005 Learning to Steer on Winding Tracks Using Semi-Parametric Control Policies
abstract
We present a semi-parametric control policy representation and use it to solve a series of nonholonomic control problems with input state spaces of up to 7 dimensions. A nearest-neighbor control policy is represented by a set of nodes that induce a Voronoi partitioning of the input space. The Voronoi cells then define local control actions. Direct policy search is applied to optimize the node locations and actions. The selective addition of nodes allows for progressive refinement of the control representation. We demonstrate this approach on the challenging problem of learning to steer cars and trucks-with-trailers around winding tracks with sharp corners. We consider the steering of both forwards and backwards-moving vehicles with only local sensory information. The steering behaviors for these nonholonomic systems are shown to generalize well to tracks not seen in training.
Kenneth Robert Alton, Michiel van de Panne
ICRA2
2005 Synthesis of Controllers for Stylized Planar Bipedal Walking
abstract
We present a method for computing controllers for stable planar-biped walking gaits that follow a particular style. The desired style is specified with a kinematic target trajectory that may or may not be physically realizable. A nearest-neighbor controller representation is used and its free parameters are optimized using a local parameter search technique. The optimization function is constructed by integrating a mass-distance metric over fixed time intervals, which serves to measure the deviation of a simulated motion from a desired target motion. We demonstrate simulated bipedal walks having user-specified styles, walks for bipeds of varying dimensions, walks over terrain of known slopes, and walks that are robust with respect to unobserved terrain variations and modeling errors.
Dana Sharon, Michiel van de Panne
ICRA2
2005 User interfaces for interactive control of physics-based 3D characters
abstract
We present two user interfaces for the interactive control of dynamically-simulated characters. The first interface uses an 'action palette' and targets sports prototyping applications. When used online, the user selects from a palette of actions (e.g., stand, pike, extend) during an ongoing simulation. Actions are defined in terms of a set of target joint angles for PD controllers or as feedback-based balance controllers. When used offline, the timing of the key motion events can be adjusted manually or optimized automatically to produce desired outcomes. We demonstrate the action palette interface with simulations of platform diving, freestyle aerial ski jumps, and half-pipe snowboarding. The second interface explores the feasibility of using a game-pad to control a 13-link rigid body simulation of snowboarding for game applications. Unlike traditional video game play, the stunts accessible through our interface need not be preconceived by the game author and can emerge as the product of the physics, the terrain, and the player skill. We describe the control mapping and provide a mechanism to simplify balance control. We demonstrate the system using numerous snowboarding stunts.
Michiel van de Panne
SI3D2
2004 Approximate Safety Enforcement using Computed Viability Envelopes
abstract
A numerical method is proposed for the constraint of the state of a dynamical system such that it cannot enter a predefined failure region. The proposed approach to this viability problem involves an explicit numerical approximation of a viability envelope, coupled with a practical strategy for enforcing containment that is based upon a predictive look-ahead strategy. The approach can be applied to achieve automated "intervention when necessary" to enforce system safety at interactive rates. Applications are shown to several low-dimensional systems, including steering control of a vehicle constrained to a given environment geometry.
Maciej Kalisiak, Michiel van de Panne
ICRA2
2004 Simplifying Flexible Isosurfaces Using Local Geometric Measures
abstract
The contour tree, an abstraction of a scalar field that encodes the nesting relationships of isosurfaces, can be used to accelerate isosurface extraction, to identify important isovalues for volume-rendering transfer functions, and to guide exploratory visualization through a flexible isosurface interface. Many real-world data sets produce unmanageably large contour trees which require meaningful simplification. We define local geometric measures for individual contours, such as surface area and contained volume, and provide an algorithm to compute these measures in a contour tree. We then use these geometric measures to simplify the contour trees, suppressing minor topological features of the data. We combine this with a flexible isosurface interface to allow users to explore individual contours of a dataset interactively.
Hamish A. Carr, Jack Snoeyink, Michiel van de Panne
IEEE Visualization3
2004 Obscuring length changes during animated motion
abstract
In this paper we examine to what extent the lengths of the links in an animated articulated-figure can be changed without the viewer being aware of the change. This is investigated in terms of a framework that emphasizes the role of attention in visual perception. We conducted a set of five experiments to establish bounds for the sensitivity to changes in length as a function of several parameters and the amount of attention available. We found that while length changes of 3% can be perceived when the relevant links are given full attention, changes of over 20% can go unnoticed when attention is not focused in this way. These results provide general guidelines for algorithms that produce or process character motion data and also bring to light some of the potential gains that stand to be achieved with attention-based algorithms.
Jason Harrison, Ronald A. Rensink, Michiel van de Panne
ACM Trans. Graph.3
2004 Motion doodles: an interface for sketching character motion
abstract
In this paper we present a novel system for sketching the motion of a character. The process begins by sketching a character to be animated. An animated motion is then created for the character by drawing a continuous sequence of lines, arcs, and loops. These are parsed and mapped to a parameterized set of output motions that further reflect the location and timing of the input sketch. The current system supports a repertoire of 18 different types of motions in 2D and a subset of these in 3D. The system is unique in its use of a cursive motion specification, its ability to allow for fast experimentation, and its ease of use for non-experts.
Matthew Thorne, Michiel van de Panne
ACM Trans. Graph.3
2003 Autonomous reactive control for simulated humanoids
abstract
We present a framework for composing motor controllers into autonomous composite reactive behaviors for bipedal robots and autonomous, physically-simulated humanoids. A key contribution of our composition framework is an explicit model of the "pre-conditions" under which motor controllers are expected to function properly. Pre-conditions may be determined manually or learned automatically by algorithms based on support vector machine (SVM) learning theory. We demonstrate controller composition and evaluate our composition framework using a family of controllers capable of synthesizing basic actions such a balance, protective stepping when balance is disturbed, protective arm reactions when falling, and multiple ways of regaining an upright stance after a fall.
Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos
ICRA2
2002 A numerically efficient and stable algorithm for animating water waves
Anita T. Layton, Michiel van de Panne
Vis. Comput.2
2001 Composable controllers for physics-based character animation
abstract
An ambitious goal in the area of physics-based computer animation is the creation of virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire of lifelike motor skills. To this end, the control of dynamic, anthropomorphic figures subject to gravity and contact forces remains a difficult open problem. We propose a framework for composing controllers in order to enhance the motor abilities of such figures. A key contribution of our composition framework is an explicit model of the “pre-conditions” under which motor controllers are expected to function properly. We demonstrate controller composition with pre-conditions determined not only manually, but also automatically based on Support Vector Machine (SVM) learning theory. We evaluate our composition framework using a family of controllers capable of synthesizing basic actions such as balance, protective stepping when balance is disturbed, protective arm reactions when falling, and multiple ways of standing up after a fall. We furthermore demonstrate these basic controllers working in conjunction with more dynamic motor skills within a prototype virtual stunt-person. Our composition framework promises to enable the community of physics-based animation practitioners to easily exchange motor controllers and integrate them into dynamic characters.
Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos
SIGGRAPH2
2001 The virtual stuntman: dynamic characters with a repertoire of autonomous motor skills
Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos
Comput. Graph.2
2001 A grasp-based motion planning algorithm for character animation
abstract
Abstract The design of autonomous characters capable of planning their own motions continues to be a challenge for computer animation. We present a novel kinematic motion‐planning algorithm for character animation which addresses some of the outstanding problems. The problem domain for our algorithm is as follows: given a constrained environment with designated handholds and footholds, plan a motion through this space towards some desired goal. Our algorithm is based on a stochastic search procedure which is guided by a combination of geometric constraints, posture heuristics, and distance‐to‐goal metrics. The method provides a single framework for the use of multiple modes of locomotion in planning motions through these constrained, unstructured environments. We illustrate our results with demonstrations of a human character using walking, swinging, climbing, and crawling in order to navigate through various obstacle courses. Copyright © 2001 John Wiley & Sons, Ltd.
Maciej Kalisiak, Michiel van de Panne
Comput. Animat. Virtual Worlds2
2000 Towards Agile Animated Characters
abstract
Dynamic simulation is a potentially useful tool for creating realistic motion for animated characters. However, improved control techniques are required before this approach will bear fruit. We compare and contrast control for animation with control for robotics. This is followed by an overview of two control methods which were conceived in the context of computer animation, but which also have potential applications for robotic control.
Michiel van de Panne, Joseph Laszlo, Pedro Huang, Petros Faloutsos
ICRA1
2000 Interactive control for physically-based animation
abstract
We propose the use of interactive, user-in-the-loop techniques for controlling physically-based animated characters. With a suitably designed interface, the continuous and discrete input actions afforded by a standard mouse and keyboard allow for the creation of a broad range of motions. We apply our techniques to interactively control planar dynamic simulations of a bounding cat, a gymnastic desk lamp, and a human character capable of walking, running, climbing, and various gymnastic behaviors. The interactive control techniques allows a performer's intuition and knowledge about motion planning to be readily exploited. Video games are the current target application of this work.
Joseph Laszlo, Michiel van de Panne, Eugene Fiume
SIGGRAPH2
1998 Rendering Generalized Cylinders with Paintstrokes
Ivan Neulander, Michiel van de Panne
Graphics Interface2
1998 Footprint-based Quadruped Motion Synthesis
Nick Torkos, Michiel van de Panne
Graphics Interface2
1997 From Footprints to Animation
abstract
A method of using footprints as a basis for generating animated locomotion is proposed. An optimization process is used to maximize the physical plausibility and perceived comfort of a motion which is constrained to match given footprint and timing information. The proposed method creates plausible walking, turning, leaping, and running motions for bipedal figures at interactive rates. Autonomous motions are generated using a planning algorithm which dynamically generates new footprints and the associated new motions.
Michiel van de Panne
Comput. Graph. Forum1
1997 Dynamic Free-Form Deformations for Animation Synthesis
abstract
Free form deformations (FFDs) are a popular tool for modeling and keyframe animation. The paper extends the use of FFDs to a dynamic setting. Our goal is to enable normally inanimate graphics objects, such as teapots and tables, to become animated, and learn to move about in a charming, cartoon like manner. To achieve this goal, we implement a system that can transform a wide class of objects into dynamic characters. Our formulation is based on parameterized hierarchical FFDs augmented with Lagrangian dynamics, and provides an efficient way to animate and control the simulated characters. Objects are assigned mass distributions and elastic deformation properties, which allow them to translate, rotate, and deform according to internal and external forces. In addition, we implement an automated optimization process that searches for suitable control strategies. The primary contributions of the work are threefold. First, we formulate a dynamic generalization of conventional, geometric FFDs. The formulation employs deformation modes which are tailored by the user and are expressed in terms of FFDs. Second, the formulation accommodates a hierarchy of dynamic FFDs that can be used to model local as well as global deformations. Third, the deformation modes can be active, thereby producing locomotion.
Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos
IEEE Trans. Vis. Comput. Graph.2
1996 Limit Cycle Control and Its Application to the Animation of Balancing and Walking
abstract
Seemingly simple behaviors such as human walking are difficult to model because of their inherent instability.Kinematic animation techniques can freely ignore such intrinsically dynamic problems, but they therefore also miss modeling important motion characteristics.On the other hand, the effect of balancing can emerge in a physically-based animation, but it requires computing delicate control strategies.We propose an alternative method that adds closedloop feedback to open-loop periodic motions.We then apply our technique to create robust walking gaits for a fully-dynamic 19 degree-of-freedom human model.Important global characteristics such as direction, speed and stride rate can be controlled by changing the open-loop behavior alone or through simple control parameters, while continuing to employ the same local stabilization technique.Among other features, our dynamic "human" walking character is thus able to follow desired paths specified by the animator.
Joseph Laszlo, Michiel van de Panne, Eugene Fiume
SIGGRAPH2
1993 Sensor-actuator networks
abstract
Sensor-actuator networks (SANs) are a new approach for the physically-based animation of objects.The user supplies the configuratíon of a mechanical system that hás been augmented with simple sensors and actuators.It is then possible to automatically discover many possible modes of locomotion for the given object.The SANs providing the control for these modes of locomotion are simple in structure and produce robust control.A SAN consists of a small non-linear network of weighted connections between sensors and actuators.A stochastic procedure for finding and then improving suitable SANs is given.Ten different creatures controlled by this method are presented.
Michiel van de Panne
SIGGRAPH1
1993 Physically Based Modeling and Control of Turning
Michiel van de Panne, Eugene Fiume, Zvonko G. Vranesic
CVGIP Graph. Model. Image Process.1
1990 Reusable motion synthesis using state-space controllers
abstract
The use of physically-based techniques for computer animation can result in realistic object motion. The price paid for physically-based motion synthesis lies in increased computation and information requirements.1 We introduce a new approach to realistic motion specification based on state-space controllers. A user specifies a motion by defining a goal in terms of a set of destination states. A state-space controller is then constructed, which provides an optimal-control solution that guides the object from an arbitrary starting configuration to a goal. Motions are optimized with respect to time and control energy. Becasue controllers are specified in terms of destination states only, it is easy to reuse the same controller to produce different motions (from different starting states), or to create a complex sequence of motions by concatenating several controllers. An implementation of state-space controllers is presented, in which realistic motions can be produced in real time. Several examples will be considered.
Michiel van de Panne, Eugene Fiume, Zvonko G. Vranesic
SIGGRAPH1