Geometric modeling
Articulated figure positioning by multiple constraints
IEEE Computer Graphics and Applications
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Generalized B-spline surfaces of arbitrary topology
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Making them move
Volumetric shape description of range data using “Blobby Model”
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Dressing animated synthetic actors with complex deformable clothes
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Presence: Teleoperators and Virtual Environments
An electrorheological tactile display
Presence: Teleoperators and Virtual Environments
Complex Models for Animating Synthetic Actors
IEEE Computer Graphics and Applications
Mission Visualization for Planning and Training
IEEE Computer Graphics and Applications
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
An application of shared virtual reality to situational training
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Production and playback of human figure motion for 3D virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Parameterized Models for Facial Animation
IEEE Computer Graphics and Applications
Virtual Human Representation and Communication in VLNet
IEEE Computer Graphics and Applications
Motion Abstraction and Mapping with Spatial Constraints
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Human Motion Capture Driven by Orientation Measurements
Presence: Teleoperators and Virtual Environments
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
A cognitive map-driven avatar design recommendation DSS and its empirical validity
Decision Support Systems
Expert Systems with Applications: An International Journal
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In a virtual environment with multiple participants, it is necessary that the user's actions be replicated by synthetic human forms. Whole body digitizers would be the most realistic solution for capturing the individual participant's human form, however the best of the digitizers available are not interactive and are therefore not suitable for real-time interaction. Usually, a limited number of sensors are used as constraints on the synthetic human form. Inverse kinematics algorithms are applied to satisfy these sensor constraints. These algorithms result in slower interaction because of their iterative nature, especially when there are a large number of participants. To support real-time interaction in a virtual environment, there is a need to generate closed form solutions and fast searching algorithms. In this paper, a new closed form solution for the arms (and legs) is developed using two magnetic sensors. In developing this solution, we use the biomechanical relationship between the lower arm and the upper arm to provide an analytical, non-iterative solution. We have also outlined a solution for the whole human body by using up to ten magnetic sensors to break the human skeleton into smaller kinematic chains. In developing our algorithms, we use the knowledge of natural body postures to generate faster solutions for real-time interaction.