Physically-based character control in low dimensional space

Hubert P. H. Shum, Taku Komura, Takaaki Shiratori, Shu Takagi

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Citations (Scopus)
6 Downloads (Pure)


In this paper, we propose a new method to compose physically-based character controllers in low dimensional latent space. Source controllers are created by gradually updating the task parameter such as the external force applied to the body. During the optimization, instead of only saving the optimal controllers, we also keep a large number of non-optimal controllers. These controllers provide knowledge about the stable area in the controller space, and are then used as samples to construct a low dimensional manifold that represents stable controllers. During run-time, we interpolate controllers in the low dimensional space and create stable controllers to cope with the irregular external forces. Our method is best to be applied for real-time applications such as computer games.
Original languageEnglish
Title of host publicationMotion in Games
Subtitle of host publicationThird International Conference, MIG 2010, Utrecht, The Netherlands, November 14-16, 2010. Proceedings
EditorsRonan Boulic, Yiorgos Chrysanthou, Taku Komura
Number of pages12
ISBN (Electronic)9783642169588
ISBN (Print)9783642169571
Publication statusPublished - Nov 2010
EventThird international conference on Motion in Games - Woudschoten Conference Centre, Zeist, Netherlands
Duration: 14 Nov 201016 Nov 2010

Publication series

NameLecture Notes in Computer Science
ISSN (Print)0302-9743


ConferenceThird international conference on Motion in Games
Abbreviated titleMIG'10
Internet address


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