Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
IEEE Computer Graphics and Applications
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
Improving the Believability of Virtual Characters Using Qualitative Gesture Analysis
Gesture-Based Human-Computer Interaction and Simulation
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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In this paper we explore the potential of Prioritized Inverse Kinematics for motion capture and postural control. We have two goals in mind: reducing the number of sensors to improve the usability of such systems, and allowing interactions with the environment such as manipulating objects or managing collisions on the fly. To do so, we enforce some general constraints such as balance or others that we can infer from the intended movement structure. On one hand we may loose part of the expressiveness of the original movement but this is the price to pay to ensure more precise interactions with the environment.