Component Based Human Animation Architecture

dc.contributor.authorJing, Huangen_US
dc.contributor.authorFi, Chin Kahen_US
dc.contributor.authorPrakash, Edmond C.en_US
dc.date.accessioned2015-11-11T18:03:35Z
dc.date.available2015-11-11T18:03:35Z
dc.date.issued2000en_US
dc.description.abstractThis paper describes a method to predict the free reach movement of different components of the human body. Since the human body is composed of the following components: arms, legs, torso, head & neck, and each of these components has similar features, the same geometric inverse kinematics algorithm can be used in different parts of the body to realize free reach movement task. The main advantage of the proposed method is that it avoids matrix inverse calculation, which is very time consuming. And by using this method, the task can be mostly simplified.en_US
dc.description.seriesinformationEurographics 2000 - Short Presentationsen_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20001008en_US
dc.publisherEurographics Associationen_US
dc.titleComponent Based Human Animation Architectureen_US
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