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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Format: | Book Section |
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Penerbit UTM
2007
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_version_ | 1796855230208409600 |
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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. |
first_indexed | 2024-03-05T18:25:36Z |
format | Book Section |
id | utm.eprints-13378 |
institution | Universiti Teknologi Malaysia - ePrints |
last_indexed | 2024-03-05T18:25:36Z |
publishDate | 2007 |
publisher | Penerbit UTM |
record_format | dspace |
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 |
work_keys_str_mv | AT abdulsalamnurulhazra braininspiredcomputingforsolvinginversekinematicsof3dhumanwalking AT sadimonsuriati braininspiredcomputingforsolvinginversekinematicsof3dhumanwalking AT shamsuddinsitimariyam braininspiredcomputingforsolvinginversekinematicsof3dhumanwalking |