Blended Inverse Kinematics: Delta3D System Utilization

Abstract

Traditional inverse kinematics systems are riddled with issues that make their use in real-time simulations prohibitive. Foremost, the computational costs associated with these methods are too high to make their widespread use practical. Furthermore, their usage typically results in the synthesis of animations that fail to impart the sense of weight and timing that would be present in either motion captured or artist created forward kinematic animation. This is a byproduct of using a mathematical technique to solve an artistic problem. A new method we have developed succeeds in overcoming these shortcomings. By using a database of predefined animation poses, a new animation can be derived to achieve the desired pose. At its simplest, the technique can be used to manually control a character's gaze for simulating environmental awareness as well as directing a character's gun to point in the desired direction for aiming or shooting. It does all of this and more without burdening the CPU and can be easily enhanced using hardware skinning for optimal performance.

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Document Details

Document Type
Technical Report
Publication Date
Dec 01, 2008
Accession Number
ADA534872

Entities

People

  • Chris Darken
  • Michael Guerrero

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Weapons Technologies

DTIC Thesaurus Topics

  • Abstracts
  • Blending
  • Computer Science
  • Education
  • Electrical Engineering
  • Elevation
  • Errors
  • Kinematics
  • Mixtures
  • Orientation (Direction)
  • Schools
  • Simulations
  • Simulators
  • Situational Awareness
  • Skeleton
  • Training
  • Visualizations

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Control Systems Engineering.
  • Systems Analysis and Design