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FĚDOR, M.
Original Title
Application of Inverse Kinematics for Skeleton Manipulation in Real-time
Type
article in a collection out of WoS and Scopus
Language
English
Original Abstract
Usual way of character?s animation is the use of motion captured data. Acquired bones? orientations are blended together according to user input in real-time. Although this massively used method gives a nice results, practical experience show how important is to have a system for interactive direct manipulation of character?s skeleton in order to satisfy various tasks in Cartesian space. For this purpose, various methods for solving inverse kinematics problem are used. This paper presents three of such methods: Algebraical method based on limbs positioning; iterative optimization method based on Jacobian pseudo-inversion; and heuristic CCD iterative method. The paper describes them all in detail and discusses practical scope of their use in real-time applications.
Keywords
skeleton, bone, joint, inverse kinematics, kinematic tree, Jacobian matrix, Newton-Raphson method, CCD method
Authors
RIV year
2003
Released
26. 4. 2003
Publisher
Slovak University of Technology in Bratislava
Location
Bratislava
ISBN
80-223-1837-X
Book
Proceeding of Spring Conference on Computer Graphics 2003
Pages from
201
Pages to
210
Pages count
9
URL
http://www.fit.vutbr.cz/~fedor/moca/Fedor.Martin.L.ps.gz
BibTex
@inproceedings{BUT13966, author="Martin {Fědor}", title="Application of Inverse Kinematics for Skeleton Manipulation in Real-time", booktitle="Proceeding of Spring Conference on Computer Graphics 2003", year="2003", pages="201--210", publisher="Slovak University of Technology in Bratislava", address="Bratislava", isbn="80-223-1837-X", url="http://www.fit.vutbr.cz/~fedor/moca/Fedor.Martin.L.ps.gz" }