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:
Online Access:http://eprints.utm.my/id/eprint/13378/
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Institution: Universiti Teknologi Malaysia
Description
Summary: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.