Scalable Solutions for Interactive Virtual Humans that can Manipulate Objects

Abstract

This paper presents scalable solutions for achieving virtual humans who are able to manipulate objects in interactive virtual environments. The scalability trades computational time with the ability to address increasingly difficult constraints. In time-critical environments, arm motions are computed in a few milliseconds using fast analytical Inverse Kinematics. For other types of applications in which collision-free motions are required, a randomized motion planner capable of generating motions of average complexity in approximately a second of computation time is employed. The steps required for defining and computing different types of manipulations are described in this paper.

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Document Details

Document Type
Technical Report
Publication Date
Jan 01, 2005
Accession Number
ADA459163

Entities

People

  • Marcelo Kallmann

Organizations

  • University of Southern California

Tags

Communities of Interest

  • Autonomy
  • Energy and Power Technologies
  • Materials and Manufacturing Processes

DTIC Thesaurus Topics

  • Algorithms
  • Books
  • Collision Avoidance
  • Collisions
  • Computational Science
  • Computations
  • Computer Graphics
  • Computer Science
  • Computers
  • Environment
  • Graphics
  • Joints (Anatomy)
  • Motion Planning
  • Robotics
  • United States
  • United States Government
  • Virtual Reality

Fields of Study

  • Computer science

Readers

  • Parallel and Distributed Computing.
  • Robotics and Automation.