Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Hierarchical implicit surface joint limits for human body tracking
Computer Vision and Image Understanding
Animation planning for virtual characters cooperation
ACM Transactions on Graphics (TOG)
Methods for exploring expressive stance
Graphical Models - Special issue on SCA 2004
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Individualized reaction movements for virtual humans
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
Accurate on-line avatar control with collision anticipation
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Mkm: A global framework for animating humans in virtual reality applications
Presence: Teleoperators and Virtual Environments
Supervision and motion planning for a mobile manipulator interacting with humans
Proceedings of the 3rd ACM/IEEE international conference on Human robot interaction
Animation planning for virtual characters cooperation
ACM SIGGRAPH 2008 classes
Inverse Kinematics Using Sequential Monte Carlo Methods
AMDO '08 Proceedings of the 5th international conference on Articulated Motion and Deformable Objects
Full-body performance animation with Sequential Inverse Kinematics
Graphical Models
Adaptive Body, Motion and Cloth
Motion in Games
From Motion Capture to Real-Time Character Animation
Motion in Games
Motion Modeling: Can We Get Rid of Motion Capture?
Motion in Games
Whole-Body Locomotion, Manipulation and Reaching for Humanoids
Motion in Games
Toward natural interaction through visual recognition of body gestures in real-time
Interacting with Computers
On scaling strategies for the full-body postural control of virtual mannequins
Interacting with Computers
Planning and Moving in Dynamic Environments
Creating Brain-Like Intelligence
Trajectory prediction: learning to map situations to robot trajectories
ICML '09 Proceedings of the 26th Annual International Conference on Machine Learning
Adding image constraints to inverse kinematics for human motion capture
EURASIP Journal on Advances in Signal Processing - Image processing and analysis in biomechanics
Hierarchical implicit surface joint limits for human body tracking
Computer Vision and Image Understanding
A unified approach to integrate unilateral constraints in the stack of tasks
IEEE Transactions on Robotics - Special issue on rehabilitation robotics
Full-body avatar control with environment awareness
IEEE Computer Graphics and Applications - Special issue on sketching tangible interfaces augmented reality on mobile phones
Pivoting based manipulation by a humanoid robot
Autonomous Robots
Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
A task-priority based framework for multiple tasks in highly redundant robots
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Optimization of tasks warping and scheduling for smooth sequencing of robotic actions
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Feature-based locomotion controllers
ACM SIGGRAPH 2010 papers
An interactive motion-editing method for human animation
International Journal of Computer Applications in Technology
A sketching interface for sitting-pose design
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
Planning foot placements for a humanoid robot: A problem of inverse kinematics
International Journal of Robotics Research
Challenges in exploiting prioritized inverse kinematics for motion capture and postural control
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Dynamic control of captured motions to verify new constraints
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Modeling joint synergies to synthesize realistic movements
GW'09 Proceedings of the 8th international conference on Gesture in Embodied Communication and Human-Computer Interaction
Tactile Guidance for Policy Adaptation
Foundations and Trends in Robotics
Linear Analysis of Nonlinear Constraints for Interactive Geometric Modeling
Computer Graphics Forum
Expressive body animation pipeline for virtual agent
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Optimization-based posture reconstruction for digital human models
Computers and Industrial Engineering
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An efficient inverse kinematics solver is a key element in applications targeting the on-line or off-line postural control of complex articulated figures. In the present paper we progressively describe the strategic components of a very general and robust inverse kinematics architecture. We then present an efficient recursive algorithm enforcing an arbitrary number of strict priorities to arbitrate the fulfillment of conflicting constraints. Due to its local nature, the moderate cost of the solution allows this architecture to run within an interactive environment. The algorithm is illustrated on the postural control of complex articulated figures.