Artist-Directed Inverse-Kinematics Using Radial Basis Function Interpolation
dc.contributor.author | Rose III, Charles F. | en_US |
dc.contributor.author | Sloan, Peter-Pike J. | en_US |
dc.contributor.author | Cohen, Michael F. | en_US |
dc.date.accessioned | 2015-02-16T11:05:34Z | |
dc.date.available | 2015-02-16T11:05:34Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | One of the most common tasks in computer animation is inverse-kinematics, or determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse-kinematics is required at design-time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run-time applications such as games.We present an efficient inverse-kinematics methodology based on the interpolation of example motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. In addition to simple positioning tasks, the method provides complete motion sequences that satisfy an inverse-kinematic goal. The interpolation at the heart of the algorithm allows an artist's influence to play a major role in ensuring that the system always generates plausible results. Due to the lightweight nature of the algorithm, we can position a character at extremely high frame rates, making the technique useful for time-critical run-time applications such as games. | en_US |
dc.description.number | 3 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 20 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00516 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 239-250 | en_US |
dc.identifier.uri | https://doi.org/10.1111/1467-8659.00516 | en_US |
dc.publisher | Blackwell Publishers Ltd and the Eurographics Association | en_US |
dc.title | Artist-Directed Inverse-Kinematics Using Radial Basis Function Interpolation | en_US |