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FĚDOR, M.
Originální název
Application of Inverse Kinematics for Skeleton Manipulation in Real-time
Typ
článek ve sborníku mimo WoS a Scopus
Jazyk
angličtina
Originální abstrakt
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.
Klíčová slova
skeleton, bone, joint, inverse kinematics, kinematic tree, Jacobian matrix, Newton-Raphson method, CCD method
Autoři
Rok RIV
2003
Vydáno
26. 4. 2003
Nakladatel
Slovak University of Technology in Bratislava
Místo
Bratislava
ISBN
80-223-1837-X
Kniha
Proceeding of Spring Conference on Computer Graphics 2003
Strany od
201
Strany do
210
Strany počet
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" }