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Statements

Subject Item
n2:RIV%2F00216305%3A26230%2F03%3APU42525%21RIV%2F2004%2FGA0%2F262304%2FN
rdf:type
n7:Vysledek skos:Concept
dcterms:description
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. 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.
dcterms:title
Application of Inverse Kinematics for Skeleton Manipulation in Real-time Application of Inverse Kinematics for Skeleton Manipulation in Real-time
skos:prefLabel
Application of Inverse Kinematics for Skeleton Manipulation in Real-time Application of Inverse Kinematics for Skeleton Manipulation in Real-time
skos:notation
RIV/00216305:26230/03:PU42525!RIV/2004/GA0/262304/N
n3:strany
201-209
n3:aktivita
n10:P
n3:aktivity
P(GA102/02/0507)
n3:dodaniDat
n15:2004
n3:domaciTvurceVysledku
n20:5010950
n3:druhVysledku
n13:D
n3:duvernostUdaju
n5:S
n3:entitaPredkladatele
n19:predkladatel
n3:idSjednocenehoVysledku
598879
n3:idVysledku
RIV/00216305:26230/03:PU42525
n3:jazykVysledku
n14:eng
n3:klicovaSlova
skeleton, bone, joint, inverse kinematics, kinematic tree, Jacobian matrix, Newton-Raphson method, CCD method
n3:klicoveSlovo
n11:CCD%20method n11:Newton-Raphson%20method n11:kinematic%20tree n11:bone n11:joint n11:skeleton n11:inverse%20kinematics n11:Jacobian%20matrix
n3:kontrolniKodProRIV
[B33C7D1D1CA6]
n3:mistoKonaniAkce
Budmerice
n3:mistoVydani
Bratislava
n3:nazevZdroje
Proceeding of Spring Conference on Computer Graphics 2003
n3:obor
n6:JC
n3:pocetDomacichTvurcuVysledku
1
n3:pocetTvurcuVysledku
1
n3:pocetUcastnikuAkce
0
n3:pocetZahranicnichUcastnikuAkce
0
n3:projekt
n17:GA102%2F02%2F0507
n3:rokUplatneniVysledku
n15:2003
n3:tvurceVysledku
Fědor, Martin
n3:typAkce
n18:WRD
n3:zahajeniAkce
2003-04-24+02:00
s:numberOfPages
9
n16:hasPublisher
Neuveden
n9:organizacniJednotka
26230