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
Full text not available from this repository.
Abstract
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.
Item Type: | Book Section |
---|---|
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
Divisions: | Computer Science and Information System |
ID Code: | 13378 |
Deposited By: | Liza Porijo |
Deposited On: | 04 Aug 2011 07:23 |
Last Modified: | 04 Aug 2011 07:23 |
Repository Staff Only: item control page