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Sumit Jain

dblp:97/4369 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2011
0000-0003-2244-0077ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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.

Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 100%
Artificial intelligence
3 papers
Motion planning and robot control · 36% Robot manipulation · 36% Optimization for machine learning · 28%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character control
0.222011
Controlling physics-based characters using soft contacts · ACM Trans. Graph. 2011
Modal-space control for articulated characters · ACM Trans. Graph. 2011
Computer animation and physical simulation › character control
physics-based character control
0.112011
Controlling physics-based characters using soft contacts · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
soft body simulation
0.112011
Controlling physics-based characters using soft contacts · ACM Trans. Graph. 2011
Computer animation and physical simulation › motion synthesis › controllable motion generation
interactive motion synthesis
0.112009
Optimization-based interactive motion synthesis · ACM Trans. Graph. 2009
Robotics › Motion planning and robot control
trajectory optimization
0.012011
Modal-space control for articulated characters · ACM Trans. Graph. 2011
Machine learning › Optimization for machine learning
constrained optimization
0.012009
Optimization-based interactive motion synthesis · ACM Trans. Graph. 2009

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

time-varying linear dynamic system · 0.2pose-space tracking control · 0.2modal analysis · 0.2cartesian-space tracking control · 0.2SIMBICON · 0.2constrained optimization · 0.2
YearPublicationVenuePosition
2011 Modal-space control for articulated characters
abstract
We present a novel control algorithm for simulating an articulated character performing a given reference motion and its variations. The unique feature of our controller is its ability to make a long-horizon plan at every time step. Our algorithm overcomes the computational hurdle by applying modal analysis on a time-varying linear dynamic system. We exploit the properties of modal coordinates in two ways. First, we design separate control strategies for dynamically decoupled modes. Second, our controller only applies long-horizon planning on a subset of modes, largely reducing the size of the control problem. With this decoupled and reduced control system, the character is able to execute the reference motion while reacting to unexpected perturbations and anticipating changes in the environment. We demonstrate our results by simulating a variety of reference motions, such as walking, squatting, jumping, and swinging.
Sumit Jain, C. Karen Liu
ACM Trans. Graph.1
2011 Controlling physics-based characters using soft contacts
abstract
In this paper, we investigate the impact of the deformable bodies on the control algorithms for physically simulated characters. We hypothesize that ignoring the effect of deformable bodies at the site of contact negatively affects the control algorithms, leading to less robust and unnatural character motions. To verify the hypothesis, we introduce a compact representation for an articulated character with deformable soft tissue and develop a practical system to simulate two-way coupling between rigid and deformable bodies in a robust and efficient manner. We then apply a few simple and widely used control algorithms, such as pose-space tracking control, Cartesian-space tracking control, and a biped controller (SIMBICON), to simulate a variety of behaviors for both full-body locomotion and hand manipulation. We conduct a series of experiments to compare our results with the motion generated by these algorithms on a character comprising only rigid bodies. The evaluation shows that the character with soft contact can withstand larger perturbations in a more noisy environment, as well as produce more realistic motion.
Sumit Jain, C. Karen Liu
ACM Trans. Graph.1
2009 Optimization-based interactive motion synthesis
abstract
We present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment. Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization problem formulated at every time step. This framework allows the programmer to specify active control strategies using intuitive kinematic goals, significantly reducing the engineering effort entailed in active body control. Our optimization framework can incorporate changes in the character's surroundings through a synthetic visual sensory system and create significantly different motions in response to varying environmental stimuli. Our results show that our approach is general enough to encompass a wide variety of highly interactive motions.
Sumit Jain, Yuting Ye, C. Karen Liu
ACM Trans. Graph.1