Multi‐Segment Foot for Human Modelling and Simulation
dc.contributor.author | Park, Hwangpil | en_US |
dc.contributor.author | Yu, Ri | en_US |
dc.contributor.author | Lee, Jehee | en_US |
dc.contributor.editor | Benes, Bedrich and Hauser, Helwig | en_US |
dc.date.accessioned | 2020-05-22T12:24:47Z | |
dc.date.available | 2020-05-22T12:24:47Z | |
dc.date.issued | 2020 | |
dc.description.abstract | Realistic modelling of a human‐like character is one of the main topics in computer graphics to simulate human motion physically and also look realistically. Of the body parts, a human foot interacts with the ground, and plays an essential role in weight transmission, balancing posture and assisting ambulation. However, in the previous researches, the foot model was often simplified into one or two rigid bodies connected by a revolute joint. We propose a new foot model consisting of multiple segments to reproduce human foot shape and its functionality accurately. Based on the new model, we develop a foot pose controller that can reproduce foot postures that are generally not obtained in motion capture data. We demonstrate the validity of our foot model and the effectiveness of our foot controller with a variety of foot motions in a physics‐based simulation. | en_US |
dc.description.number | 1 | |
dc.description.sectionheaders | Articles | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 39 | |
dc.identifier.doi | 10.1111/cgf.13896 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 637-649 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13896 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13896 | |
dc.publisher | © 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd | en_US |
dc.subject | physically based animation | |
dc.subject | human simulation | |
dc.subject | motion control | |
dc.subject | Computing methodologies → Physical simulation | |
dc.title | Multi‐Segment Foot for Human Modelling and Simulation | en_US |