fundamental to describing their movement. Although physics-based
methods hold promise for creating animation, they have long been
considered too difficult to design and control. Likewise, recent
results in computer vision suggest how physical models, if developed,
could be important to human pose tracking.
I will describe the main problems of human motion modeling. I will then
present a new approach to control of physics-based characters based on
high-level features of human movement. These controllers provide
unprecedented flexibility and generality in real-time character
control: they are capture many natural properties of human movement;
they can be easily modified and applied to new characters; and they can
handle a variety of different terrains and tasks, all within a single
control strategy.
Until very recently, even making a controller walk without falling down
was extraordinarily difficult. This is no longer the case. Our work,
together with other recent results in this area, suggests that we are
now ready to make great strides in locomotion.