Full-body performance animation with Sequential Inverse Kinematics

被引:31
作者
Unzueta, Luis [1 ]
Peinado, Manuel [2 ]
Boulic, Ronan [3 ]
Suescun, Angel [1 ]
机构
[1] Univ Navarra, Dept Mech CEIT & Tecnun, San Sebastian 20018, Spain
[2] Univ Alcala de Henares, Escuela Politecn, Alcala De Henares 99775, Spain
[3] Ecole Polytech Fed Lausanne, Virtual Real Lab, CH-1015 Lausanne, Switzerland
关键词
Inverse Kinematics; Motion reconstruction; Human animation;
D O I
10.1016/j.gmod.2008.03.002
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wrists, ankles, head and pelvis) in order to be usable within a low-cost human motion capture system that Would track only these six features. The performance of our approach is compared to other well-known IK methods in reconstruction quality and computation time obtaining satisfactory results for both. The paper first describes how we handle the spine and the clavicles before offering a simple joint limit model for ball-and-socket joints and a method to avoid self-collisions induced by the elbow. The second part focuses on the algorithms comparison study. (c) 2008 Elsevier Inc. All rights reserved.
引用
收藏
页码:87 / 104
页数:18
相关论文
共 48 条
  • [1] [Anonymous], 1974, TRUNK VERTEBRAL COLU
  • [2] Badler N. I., 1993, Simulating humans: computer graphics animation and control
  • [3] Badler Norman I., 1993, Presence: Teleoperators and Virtual Environments, V2, P82, DOI 10.1162/pres.1993.2.1.82
  • [4] An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
    Baerlocher, P
    Boulic, R
    [J]. VISUAL COMPUTER, 2004, 20 (06) : 402 - 417
  • [5] BAERLOCHER P, 2001, PARAMETRIZATION RANG
  • [6] Balestrino A, 1984, IFAC P VOLUMES, V3, DOI DOI 10.1016/S1474-6670(17)61347-8
  • [7] Boulic R., 2006, VIRTUAL REALITY, V10, P48
  • [8] Boulic R., 2004, J. Game Develop., V1, P29
  • [9] Buss S. R., 2005, Journal of Graphics Tools, V10, P37
  • [10] Performance animation from low-dimensional control signals
    Chai, JX
    Hodgins, JK
    [J]. ACM TRANSACTIONS ON GRAPHICS, 2005, 24 (03): : 686 - 696