Computational Design and Motion Control for Characters in the Real World - Robotics Institute Carnegie Mellon University

Computational Design and Motion Control for Characters in the Real World

Stelian Coros
Conference Paper, Proceedings of Motion In Games (MIG '13), pp. 19 - 22, November, 2013

Abstract

Computer graphics techniques allow artists to realize their imagi- native visions, leading to immersive virtual worlds that capture the imagination of audiences world-wide. And now, thanks to advance- ments in rapid manufacturing devices, tangible links between these vivid virtual worlds and our own can be created. But in order to unleash the full potential of this technology, a key challenge lies in determining the fundamental principles and design paradigms that allow digital content to be processed into forms that are suitable for fabrication. A particularly challenging task is that of creating physical representations of animated virtual characters. This paper discusses several techniques that can be applied towards this goal. In particular, a method for controlling the deformation behavior of real-world objects is described, and a computational design system that allows casual users to create animated mechanical characters is presented. In addition, this paper shows that control algorithms de- veloped for physics-based character animation can also be applied to legged robots, allowing them to move with skill and purpose.

BibTeX

@conference{Coros-2013-17133,
author = {Stelian Coros},
title = {Computational Design and Motion Control for Characters in the Real World},
booktitle = {Proceedings of Motion In Games (MIG '13)},
year = {2013},
month = {November},
pages = {19 - 22},
keywords = {mechanical characters, animation, computational design, robotics, control},
}