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dc.contributor.authorBharaj, Gauraven_US
dc.contributor.authorCoros, Stelianen_US
dc.contributor.authorThomaszewski, Bernharden_US
dc.contributor.authorTompkin, Jamesen_US
dc.contributor.authorBickel, Bernden_US
dc.contributor.authorPfister, Hanspeteren_US
dc.contributor.editorFlorence Bertails-Descoubes and Stelian Coros and Shinjiro Suedaen_US
dc.date.accessioned2016-01-19T09:01:19Z
dc.date.available2016-01-19T09:01:19Z
dc.date.issued2015en_US
dc.identifier.isbn978-1-4503-3496-9en_US
dc.identifier.urihttp://dx.doi.org/10.1145/2786784.2786803en_US
dc.description.abstractCreating mechanical automata that can walk in stable and pleasing manners is a challenging task that requires both skill and expertise. We propose to use computational design to offset the technical difficulties of this process. A simple drag-and-drop interface allows casual users to create personalized walking toys from a library of pre-defined template mechanisms. Provided with this input, our method leverages physical simulation and evolutionary optimization to refine the mechanical designs such that the resulting toys are able to walk. The optimization process is guided by an intuitive set of objectives that measure the quality of the walking motions. We demonstrate our approach on a set of simulated mechanical toys with different numbers of legs and various distinct gaits. Two fabricated prototypes showcase the feasibility of our designs.en_US
dc.publisherACM Siggraphen_US
dc.subjectMechanical charactersen_US
dc.subjectanimationen_US
dc.subjectfabricationen_US
dc.titleComputational Design of Walking Automataen_US
dc.description.seriesinformationACM/ Eurographics Symposium on Computer Animationen_US
dc.description.sectionheadersCharacters & Controlen_US
dc.identifier.doi10.1145/2786784.2786803en_US
dc.identifier.pages93-100en_US


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