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Full-body performance animation with Sequential Inverse Kinematics
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.
Keywords: Inverse Kinematics ; Motion reconstruction ; Human animation ; Articulated Figures ; Motion ; Manipulators ; Arm
Reference
- EPFL-ARTICLE-147542
- doi:10.1016/j.gmod.2008.03.002
- View record in Web of Science
Record created on 2010-03-23, modified on 2012-03-21