DocumentCode
3256869
Title
An inverse kinematics method based on muscle dynamics
Author
Komura, Taku ; Shinagawa, Yoshihisa ; Kunii, Tosiyasu L.
Author_Institution
RIKEN, Inst. of Phys. & Chem. Res., Saitama, Japan
fYear
2001
fDate
2001
Firstpage
15
Lastpage
22
Abstract
Inverse kinematics is one of the most popular method in computer graphics to control 3D multi-joint characters. In this paper, we propose an inverse kinematics algorithm that takes the characteristics of human bodies into account. The mausculoskeletal model is used to solve the redundancy of the human body. Using our method, feasible human body motion can be obtained simply by specifying the motion of several end effectors or body segments. Since muscle dynamics is taken into account, the configuration space of the human body is automatically calculated, and unrealistic postures can be avoided. It is also possible to tune the motion by changing the external load applied to the muscles. Using our method, the amount of work by the animators is reduced to create natural human animation
Keywords
computer animation; manipulator kinematics; 3D multi-joint characters.; animators; body segments; computer graphics; end effectors; human bodies; human body motion; inverse kinematics method; mausculoskeletal model; muscle dynamics; natural human animation; Animation; Arm; Biological system modeling; Computer graphics; End effectors; Humans; Kinematics; Muscles; Robots; Torque;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics International 2001. Proceedings
Conference_Location
Hong Kong
ISSN
1530-1052
Print_ISBN
0-7695-1007-8
Type
conf
DOI
10.1109/CGI.2001.934653
Filename
934653
Link To Document