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Conference Paper: An inverse kinematics method based on muscle dynamics

TitleAn inverse kinematics method based on muscle dynamics
Authors
Issue Date2001
Citation
Proceedings of Computer Graphics International Conference, CGI, 2001, p. 15-22 How to Cite?
AbstractInverse kinmatics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes the characteristics of human bodies into account. The mausculoskeletal model is used to solve the redundancy of the human body. Using our method, feasible human body motion can be obtained simply by specifying the motion of several end effectors or body segments. Since muscle dynamics is taken into account, the configuration space of the human body is automatically calculated, and unrealistic postures can be avoided. It is also possible to tune the motion by changing the external load applied to the muscles. Using our method, the amount of work by the animators is reduced to create natural human animation.
Persistent Identifierhttp://hdl.handle.net/10722/288552
ISSN

 

DC FieldValueLanguage
dc.contributor.authorKomura, Taku-
dc.contributor.authorShinagawa, Yoshihisa-
dc.contributor.authorKunii, Tosiyasu L.-
dc.date.accessioned2020-10-12T08:05:15Z-
dc.date.available2020-10-12T08:05:15Z-
dc.date.issued2001-
dc.identifier.citationProceedings of Computer Graphics International Conference, CGI, 2001, p. 15-22-
dc.identifier.issn1530-1052-
dc.identifier.urihttp://hdl.handle.net/10722/288552-
dc.description.abstractInverse kinmatics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes the characteristics of human bodies into account. The mausculoskeletal model is used to solve the redundancy of the human body. Using our method, feasible human body motion can be obtained simply by specifying the motion of several end effectors or body segments. Since muscle dynamics is taken into account, the configuration space of the human body is automatically calculated, and unrealistic postures can be avoided. It is also possible to tune the motion by changing the external load applied to the muscles. Using our method, the amount of work by the animators is reduced to create natural human animation.-
dc.languageeng-
dc.relation.ispartofProceedings of Computer Graphics International Conference, CGI-
dc.titleAn inverse kinematics method based on muscle dynamics-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1109/CGI.2001.934653-
dc.identifier.scopuseid_2-s2.0-0034858368-
dc.identifier.spage15-
dc.identifier.epage22-
dc.identifier.issnl1530-1052-

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