Brain-inspired computing for solving inverse kinematics of 3D human walking

Character animation using virtual human is usually used in many application areas of computing such as virtual reality, 3D games, simulation and animation. A common method of animation is to move objects by placing its in different positions and interpolating. Many character animations are tedio...

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Bibliographic Details
Main Authors: Abdul Salam, Nurul Hazra, Sadimon, Suriati, Shamsuddin, Siti Mariyam
Format: Book Section
Published: Penerbit UTM 2007
Subjects:
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author Abdul Salam, Nurul Hazra
Sadimon, Suriati
Shamsuddin, Siti Mariyam
author_facet Abdul Salam, Nurul Hazra
Sadimon, Suriati
Shamsuddin, Siti Mariyam
author_sort Abdul Salam, Nurul Hazra
collection ePrints
description Character animation using virtual human is usually used in many application areas of computing such as virtual reality, 3D games, simulation and animation. A common method of animation is to move objects by placing its in different positions and interpolating. Many character animations are tedious process due to trial and error procedure for 3D positioning and orientation of objects. Positioning can be done manually in which the user needs to specify the angles of each joint of the figure at a time or it can be done using kinematics techniques. Most of animators use inverse kinematics algorithm to control the posture of a 3D character, the root and the lengths of the links.
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institution Universiti Teknologi Malaysia - ePrints
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publisher Penerbit UTM
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spelling utm.eprints-133782011-08-04T07:23:06Z http://eprints.utm.my/13378/ Brain-inspired computing for solving inverse kinematics of 3D human walking Abdul Salam, Nurul Hazra Sadimon, Suriati Shamsuddin, Siti Mariyam QA75 Electronic computers. Computer science Character animation using virtual human is usually used in many application areas of computing such as virtual reality, 3D games, simulation and animation. A common method of animation is to move objects by placing its in different positions and interpolating. Many character animations are tedious process due to trial and error procedure for 3D positioning and orientation of objects. Positioning can be done manually in which the user needs to specify the angles of each joint of the figure at a time or it can be done using kinematics techniques. Most of animators use inverse kinematics algorithm to control the posture of a 3D character, the root and the lengths of the links. Penerbit UTM 2007 Book Section PeerReviewed Abdul Salam, Nurul Hazra and Sadimon, Suriati and Shamsuddin, Siti Mariyam (2007) Brain-inspired computing for solving inverse kinematics of 3D human walking. In: Advances in Computer Graphics & Virtual Environment Volume 1. Penerbit UTM , Johor, pp. 123-136. ISBN 978-983-52-0636-8
spellingShingle QA75 Electronic computers. Computer science
Abdul Salam, Nurul Hazra
Sadimon, Suriati
Shamsuddin, Siti Mariyam
Brain-inspired computing for solving inverse kinematics of 3D human walking
title Brain-inspired computing for solving inverse kinematics of 3D human walking
title_full Brain-inspired computing for solving inverse kinematics of 3D human walking
title_fullStr Brain-inspired computing for solving inverse kinematics of 3D human walking
title_full_unstemmed Brain-inspired computing for solving inverse kinematics of 3D human walking
title_short Brain-inspired computing for solving inverse kinematics of 3D human walking
title_sort brain inspired computing for solving inverse kinematics of 3d human walking
topic QA75 Electronic computers. Computer science
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AT sadimonsuriati braininspiredcomputingforsolvinginversekinematicsof3dhumanwalking
AT shamsuddinsitimariyam braininspiredcomputingforsolvinginversekinematicsof3dhumanwalking