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dc.contributor.authorRose III, Charles F.en_US
dc.contributor.authorSloan, Peter-Pike J.en_US
dc.contributor.authorCohen, Michael F.en_US
dc.date.accessioned2015-02-16T11:05:34Z
dc.date.available2015-02-16T11:05:34Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00516en_US
dc.description.abstractOne of the most common tasks in computer animation is inverse-kinematics, or 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 applications such as games.We present an efficient inverse-kinematics methodology based on the interpolation of example motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. In addition to simple positioning tasks, the method provides complete motion sequences 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 ensuring that the system always generates plausible results. Due to the lightweight nature of the algorithm, we can position a character at extremely high frame rates, making the technique useful for time-critical run-time applications such as games.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleArtist-Directed Inverse-Kinematics Using Radial Basis Function Interpolationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00516en_US
dc.identifier.pages239-250en_US


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