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Application of inverse kinematics for skeleton manipulation in real-time
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Source Spring Conference on Computer Graphics archive
Proceedings of the 19th spring conference on Computer graphics table of contents
Budmerice, Slovakia
SESSION: Modeling and visualization table of contents
Pages: 203 - 212  
Year of Publication: 2003
ISBN:1-58113-861-X
Author
Martin Fêdor  Brno University of Technology
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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