Proceedings of the 1997 symposium on Interactive 3D graphics
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Intuitive Virtual Grasping for Non Haptic Environments
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Interacting with dynamic real objects in virtual environments
Interacting with dynamic real objects in virtual environments
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Efficient collision culling among deformable objects using graphics processors
Presence: Teleoperators and Virtual Environments - Special issue: IEEE VR 2005
Perceptual sensitivity to visual/kinesthetic discrepancy in hand speed, and why we might care
Proceedings of the ACM symposium on Virtual reality software and technology
Interactive motion correction and object manipulation
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Interactive Continuous Collision Detection Using Swept Volume for Avatars
Presence: Teleoperators and Virtual Environments
Psychologically Inspired Anticipation and Dynamic Response for Impacts to the Head and Upper Body
IEEE Transactions on Visualization and Computer Graphics
Full-body avatar control with environment awareness
IEEE Computer Graphics and Applications - Special issue on sketching tangible interfaces augmented reality on mobile phones
Hi-index | 0.00 |
Interactive control of a virtual character through full body movement has a wide range of applications. However, there is a need for systems that accurately reproduce the motion of a performer while accounting for surrounding obstacles. We propose an approach based on a Prioritized Inverse Kinematics constraint solver. Several markers are placed on the user's body. A set of kinematic constraints make the virtual character track these markers. At the same time, we monitor the instantaneous displacements of a set of geometric primitives, called observers, attached to different parts of the virtual character. When an observer enters the influence area of an obstacle, its motion is damped by means of automatically created preventive constraints. The IK solver satisfies both maker and preventive constraints simultaneously, yielding postures of the virtual character that remain close to those of the user, while avoiding collisions with the virtual environment. Our performance measurements show the maturity of the IK technology for real-time full-body interactions.