Real-time reach planning for animated characters using hardware acceleration

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Departmental Papers (CIS)
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collision avoidance
computer animation
real-time systems
robot kinematics
search problems
virtual reality
3D workspace
animated characters
collision detection
collision-free path
direct search
distance-to-goal evaluation function
dynamic unstructured environments
graphics hardware-depth buffer
hardware acceleration
heuristic-based algorithm
human arm model
inverse kinematics
inverse kinematics module
natural posture configurations
real-time reach planning
spatial search
virtual human figures
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We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the configurations for a human arm to move from the start to the goal. Our algorithm consists of three modules: spatial search, inverse kinematics, and collision detection. For the search module, instead of searching in joint configuration space like most existing motion planning methods do, we run a direct search in the workspace, guided by a heuristic distance-to-goal evaluation function. The inverse kinematics module attempts to select natural posture configurations for the arm along the path found in the workspace. During the search, candidate configurations will be checked for collisions taking advantage of the graphics hardware – depth buffer. The algorithm is fast and easy to implement. It allows real-time planning not only in static, structured environments, but also in dynamic, unstructured environments. No preprocessing and prior knowledge about the environment is required. Several examples are shown illustrating the competence of the planner at generating motion plans for a typical human arm model with seven degrees of freedom.

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2003-05-08
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Departmental Papers (CIS)
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2023-05-16T21:27:07.000
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Copyright © 2003 IEEE. Reprinted from Proceedings of the IEEE Computer Society 16th International Conference on Computer Animation and Social Agents, 2003 (CASA'03), held 8-9 May 2003, pages 86-93. Publisher URL: http://ieeexplore.ieee.org/xpl/tocresult.jsp?isNumber=27000 This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of the University of Pennsylvania's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.
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