SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Optimization and learning in neural networks for formation and control of coordinated movement
Attention and performance XIV (silver jubilee volume)
Complex Character Positioning Based on a Compatible Flow Model of Multiple Supports
IEEE Transactions on Visualization and Computer Graphics
An Inverse Kinematics Method Based on Muscle Dynamics
CGI '01 Computer Graphics International 2001
Attaching physiological effects to motion-captured data
GRIN'01 No description on Graphics interface 2001
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
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In the computerized generation of human poses, it is important to take into account not only the active component of the torque, but also the ligaments and connective tissues which produce a passive torque at the limits of the joint range of motion. We present a fatigue model in which both active and passive torque components are essential parameters integrated in an inverse kinematics animation framework. We then use fatigue evolution to optimize the generated posture. We introduce an hysteresis activation pattern for each joint in order to set, whenever necessary, a fatigue reduction scheme through an active torque reduction constraint. The fatigue reduction scheme analyzes the fatigue level of each individual muscular group; when it is above a given threshold, a statically optimal joint variation is enforced to locally reduce the active torque while still achieving a desired task (e.g. reaching a point in 3D space). For that purpose we integrate the influence of passive/resistive torque in an active torque reduction scheme, allowing either the generation of reactive poses (i.e. an active strategy) or, on the contrary, the adoption of more relaxed ones (i.e. a passive strategy).