Sketch-Based Per-Frame Inverse Kinematics

dc.contributor.authorMahmudi, Mentaren_US
dc.contributor.authorHarish, Pawanen_US
dc.contributor.authorCallennec, BenoƮt Leen_US
dc.contributor.authorBoulic, Ronanen_US
dc.contributor.editorJan Benderen_US
dc.date.accessioned2016-07-10T12:55:37Z
dc.date.available2016-07-10T12:55:37Z
dc.date.issued2016
dc.description.abstractWe present a method that uses a sketch-based interface in conjunction with a parallelized per-frame inverse kinematics (Parallel- PFIK) method for the purpose of motion editing. The artist creates and edits 3D constraints through an intuitive and easy to use 2D interface. These constraints are passed to Parallel-PFIK in order to solve for the joint angles of the character in a fast and efficient manner. Parallel-PFIK employs multicore processors and current generation GPUs extending parallel damped least squares inverse kinematics to multiple frames in order to solve the entire animation in real time. Our method allows users to create and edit 3D animations using an intuitive 2D sketch-based interface bringing 2D artist into 3D character animation.en_US
dc.description.sectionheadersPosters
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.identifier.doi10.2312/sca.20161243
dc.identifier.isbn978-3-03868-020-8
dc.identifier.pagesMentar Mahmudi, Pawan Harish, BenoƮt Le Callennec, and Ronan Boulic-Categories and Subject Descriptors (according to ACM CCS): I.3.8 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation
dc.identifier.urihttps://doi.org/10.2312/sca.20161243
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161243
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.8 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.titleSketch-Based Per-Frame Inverse Kinematicsen_US
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