Performance-Based Biped Control using a Consumer Depth Camera
Yoonsang Lee, Taesoo Kwon
TL;DR
The paper tackles real-time control of a physically simulated biped using free-form, noisy depth-camera input. It introduces a parameterized controller that upper-body poses are copied while lower-body balance is maintained via a pelvis-height-based IK linked to a base walking motion, with a 3D parameter space $\mathbf P=(P_x, P_y, P_z)$ and per-reference-motion controller gains $\boldsymbol\theta^i$ optimized offline by CMA. Real-time operation selects $\boldsymbol\theta^{\mathrm{cur}}$ through regression over precomputed points using inverse-distance weighting, enabling the biped to imitate user poses while walking stably. Comparisons show superior robustness of the parameterized controller over a baseline, and demonstrations highlight practical interactive capabilities for immersive VR/game applications, albeit with offline computational cost and sensitivity to input quality.
Abstract
We present a technique for controlling physically simulated characters using user inputs from an off-the-shelf depth camera. Our controller takes a real-time stream of user poses as input, and simulates a stream of target poses of a biped based on it. The simulated biped mimics the user's actions while moving forward at a modest speed and maintaining balance. The controller is parameterized over a set of modulated reference motions that aims to cover the range of possible user actions. For real-time simulation, the best set of control parameters for the current input pose is chosen from the parameterized sets of pre-computed control parameters via a regression method. By applying the chosen parameters at each moment, the simulated biped can imitate a range of user actions while walking in various interactive scenarios.
