Simulation of virtual human running based on inverse kinematics

Author(s):  
JingLi Ren ◽  
ZhuBin Zheng ◽  
ZhongMing Jiao
1996 ◽  
Vol 5 (4) ◽  
pp. 402-415
Author(s):  
Sunil K. Singh ◽  
Steven D. Pieper ◽  
Jethran Guinness ◽  
Dan O. Popa

This paper addresses the modeling and computational issues associated with the control and coordination of head, eyes, and facial expressions of virtual human actors. The emphasis, as much as possible, is on using accurate physics-based computations for motion computation. Some key issues discussed in this work include the use of kinematics and inverse kinematics, trajectory planning, and the use of finite element methods to model soft tissue deformations.


1993 ◽  
Vol 2 (1) ◽  
pp. 82-86 ◽  
Author(s):  
Norman I. Badler ◽  
Michael J. Hollick ◽  
John P. Granieri

We track, in real-time, the position and posture of a human body, using a minimal number of six DOF sensors to capture full body standing postures. We use four sensors to create a good approximation of a human operator's position and posture, and map it on to our articulated computer graphics human model. The unsensed joints are positioned by a fast inverse kinematics algorithm. Our goal is to realistically recreate human postures while minimally encumbering the operator.


2010 ◽  
Vol 30 (11) ◽  
pp. 3084-3086
Author(s):  
Qian LI ◽  
Xiao-min JI ◽  
Ming-liang WANG

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