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Article: Extracting Inverse Kinematics Parameters from Human Motion Data

TitleExtracting Inverse Kinematics Parameters from Human Motion Data
動作データからの逆運動学データの抽出
Authors
KeywordsInteractive web contents
Inverse kinematics
Animation
Issue Date2003
Citation
Journal of the Institute of Image Electronics Engineers of Japan, 2003, v. 32, n. 2, p. 143-152 How to Cite?
AbstractEven though the increased computational power have enabled users to observe heavy 3D polygonal animations on their desktops, there are still few effective methods for interactive online control of 3D models in cyberspace. In this paper, we propose a new inverse kinematics method by which users can control tree-structured 3D polygonal models with motion data. The key idea is to extract parameters necessary for inverse kinematics control from the motion data: such data include the mass matrix that determines the motion of the redundant joints, and the transform function of end effectors that determine the relative velocity of the controlled segment and the end effectors. Then such parameters are used to calculate the response of the 3D character model when users click and drag the parts of the model with their mouse. Using our method, users can easily edit, warp, and retarget 3D character motions by least effort. Our method is especially effective to handle complex 3D human motion data captured by mo ion-capture devices. © 2003, The Institute of Image Electronics Engineers of Japan. All rights reserved.
Persistent Identifierhttp://hdl.handle.net/10722/288865
ISSN
2020 SCImago Journal Rankings: 0.100

 

DC FieldValueLanguage
dc.contributor.authorKohmura, Taku-
dc.contributor.authorKuroda, Atsushi-
dc.contributor.authorKudoh, Shunsuke-
dc.contributor.authorHir-Aga, Masaki-
dc.contributor.authorShinag-Awa, Yoshihisa-
dc.date.accessioned2020-10-12T08:06:05Z-
dc.date.available2020-10-12T08:06:05Z-
dc.date.issued2003-
dc.identifier.citationJournal of the Institute of Image Electronics Engineers of Japan, 2003, v. 32, n. 2, p. 143-152-
dc.identifier.issn0285-9831-
dc.identifier.urihttp://hdl.handle.net/10722/288865-
dc.description.abstractEven though the increased computational power have enabled users to observe heavy 3D polygonal animations on their desktops, there are still few effective methods for interactive online control of 3D models in cyberspace. In this paper, we propose a new inverse kinematics method by which users can control tree-structured 3D polygonal models with motion data. The key idea is to extract parameters necessary for inverse kinematics control from the motion data: such data include the mass matrix that determines the motion of the redundant joints, and the transform function of end effectors that determine the relative velocity of the controlled segment and the end effectors. Then such parameters are used to calculate the response of the 3D character model when users click and drag the parts of the model with their mouse. Using our method, users can easily edit, warp, and retarget 3D character motions by least effort. Our method is especially effective to handle complex 3D human motion data captured by mo ion-capture devices. © 2003, The Institute of Image Electronics Engineers of Japan. All rights reserved.-
dc.languagejpn-
dc.relation.ispartofJournal of the Institute of Image Electronics Engineers of Japan-
dc.subjectInteractive web contents-
dc.subjectInverse kinematics-
dc.subjectAnimation-
dc.titleExtracting Inverse Kinematics Parameters from Human Motion Data-
dc.title動作データからの逆運動学データの抽出-
dc.typeArticle-
dc.description.naturelink_to_OA_fulltext-
dc.identifier.doi10.11371/iieej.32.143-
dc.identifier.scopuseid_2-s2.0-85024726429-
dc.identifier.volume32-
dc.identifier.issue2-
dc.identifier.spage143-
dc.identifier.epage152-
dc.identifier.eissn1348-0316-
dc.identifier.issnl0285-9831-

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