Artist-directed inverse-kinematics using radial basis function interpolation

Citation
Cf. Rose et al., Artist-directed inverse-kinematics using radial basis function interpolation, COMPUT GR F, 20(3), 2001, pp. C239
Citations number
21
Categorie Soggetti
Computer Science & Engineering
Journal title
COMPUTER GRAPHICS FORUM
ISSN journal
01677055 → ACNP
Volume
20
Issue
3
Year of publication
2001
Database
ISI
SICI code
0167-7055(2001)20:3<C239:AIURBF>2.0.ZU;2-1
Abstract
One of the most common tasks in computer animation is inverse-kinematics, o r determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse- kinematics is required at design-time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run-time applicat ions such as games. We present an efficient inverse-kinematics methodology based on the interpo lation of example-motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. additio n to simple positioning tasks, the method provides complete motion sequence s that satisfy an inverse-kinematic goal. The interpolation at the heart of the algorithm allows an artist's influence to play a major role in ensurin g that the system always generates plausible results. Due to the lightweigh t nature of the algorithm, we can position a character at extremely high fr ame rates, making the technique useful for time-critical run-time applicati ons such as games.