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Inverse kinematics

About: Inverse kinematics is a research topic. Over the lifetime, 9215 publications have been published within this topic receiving 137731 citations. The topic is also known as: IK.


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Proceedings ArticleDOI
Jehee Lee1, Sung Yong Shin1
01 Jul 1999
TL;DR: This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints, and combines a hierarchical curve fitting technique with a new inverse kinematics solver.
Abstract: This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints This problem can be typically formulated as a spacetime constraint problem Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame Through the fitting technique, the motion displacement of every joint at each constrained frame is interpolated and thus smoothly propagated to frames We are able to adaptively add motion details to satisfy the constraints within a specified tolerance by adopting a multilevel Bspline representation which also provides a speedup for the interpolation The performance of our system is further enhanced by the new inverse kinematics solver We present a closed-form solution to compute the joint angles of a limb linkage This analytical method greatly reduces the burden of a numerical optimization to find the solutions for full degrees of freedom of a human-like articulated figure We demonstrate that the technique can be used for retargetting a motion to compensate for geometric variations caused by both characters and environments Furthermore, we can also use this technique for directly manipulating a motion clip through a graphical interface CR Categories: I37 [Computer Graphics]: Threedimensional Graphics—Animation; G12 [Numerical Analysis]: Approximation—Spline and piecewise polynomial approximation

551 citations

01 Jan 2010
TL;DR: A new voting-based object pose extraction algorithm that does not rely on 2D/3D feature correspondences and thus reduces the early-commitment problem plaguing the generality of traditional vision-based pose extraction algorithms is shown.
Abstract: Society is becoming more automated with robots beginning to perform most tasks in factories and starting to help out in home and office environments. One of the most important functions of robots is the ability to manipulate objects in their environment. Because the space of possible robot designs, sensor modalities, and target tasks is huge, researchers end up having to manually create many models, databases, and programs for their specific task, an effort that is repeated whenever the task changes. Given a specification for a robot and a task, the presented framework automatically constructs the necessary databases and programs required for the robot to reliably execute manipulation tasks. It includes contributions in three major components that are critical for manipulation tasks. The first is a geometric-based planning system that analyzes all necessary modalities of manipulation planning and offers efficient algorithms to formulate and solve them. This allows identification of the necessary information needed from the task and robot specifications. Using this set of analyses, we build a planning knowledge-base that allows informative geometric reasoning about the structure of the scene and the robot's goals. We show how to efficiently generate and query the information for planners. The second is a set of efficient algorithms considering the visibility of objects in cameras when choosing manipulation goals. We show results with several robot platforms using grippers cameras to boost accuracy of the detected objects and to reliably complete the tasks. Furthermore, we use the presented planning and visibility infrastructure to develop a completely automated extrinsic camera calibration method and a method for detecting insufficient calibration data. The third is a vision-centric database that can analyze a rigid object's surface for stable and discriminable features to be used in pose extraction programs. Furthermore, we show work towards a new voting-based object pose extraction algorithm that does not rely on 2D/3D feature correspondences and thus reduces the early-commitment problem plaguing the generality of traditional vision-based pose extraction algorithms. In order to reinforce our theoric contributions with a solid implementation basis, we discuss the open-source planning environment OpenRAVE, which began and evolved as a result of the work done in this thesis. We present an analysis of its architecture and provide insight for successful robotics software environments.

540 citations

Journal ArticleDOI
TL;DR: An algorithm developed originally for inverse kinematics applications in robotics, referred to as cyclic coordinate descent or CCD, involves adjusting one dihedral angle at a time to minimize the sum of the squared distances between three backbone atoms of the moving C‐terminal anchor and the corresponding atoms in the fixed C‐ terminal anchor.
Abstract: In protein structure prediction, it is often the case that a protein segment must be adjusted to connect two fixed segments. This occurs during loop structure prediction in homology modeling as well as in ab initio structure prediction. Several algorithms for this purpose are based on the inverse Jacobian of the distance constraints with respect to dihedral angle degrees of freedom. These algorithms are sometimes unstable and fail to converge. We present an algorithm developed originally for inverse kinematics applications in robotics. In robotics, an end effector in the form of a robot hand must reach for an object in space by altering adjustable joint angles and arm lengths. In loop prediction, dihedral angles must be adjusted to move the C-terminal residue of a segment to superimpose on a fixed anchor residue in the protein structure. The algorithm, referred to as cyclic coordinate descent or CCD, involves adjusting one dihedral angle at a time to minimize the sum of the squared distances between three backbone atoms of the moving C-terminal anchor and the corresponding atoms in the fixed C-terminal anchor. The result is an equation in one variable for the proposed change in each dihedral. The algorithm proceeds iteratively through all of the adjustable dihedral angles from the N-terminal to the C-terminal end of the loop. CCD is suitable as a component of loop prediction methods that generate large numbers of trial structures. It succeeds in closing loops in a large test set 99.79% of the time, and fails occasionally only for short, highly extended loops. It is very fast, closing loops of length 8 in 0.037 sec on average.

532 citations

Journal ArticleDOI
01 Jun 1994
TL;DR: This paper presents novel and efficient kinematic modeling techniques for "hyper-redundant" robots based on a "backbone curve" that captures the robot's macroscopic geometric features and introduces a "modal" approach, in which a set of intrinsic backbone curve shape functions are restricted to a modal form.
Abstract: This paper presents novel and efficient kinematic modeling techniques for "hyper-redundant" robots. This approach is based on a "backbone curve" that captures the robot's macroscopic geometric features. The inverse kinematic, or "hyper-redundancy resolution," problem reduces to determining the time varying backbone curve behavior. To efficiently solve the inverse kinematics problem, the authors introduce a "modal" approach, in which a set of intrinsic backbone curve shape functions are restricted to a modal form. The singularities of the modal approach, modal non-degeneracy conditions, and modal switching are considered. For discretely segmented morphologies, the authors introduce "fitting" algorithms that determine the actuator displacements that cause the discrete manipulator to adhere to the backbone curve. These techniques are demonstrated with planar and spatial mechanism examples. They have also been implemented on a 30 degree-of-freedom robot prototype. >

532 citations

Journal ArticleDOI
TL;DR: This paper presents a human walking model built from experimental data based on a wide range of normalized velocities that allows a personification of the walking action in an interactive real-time context in most cases.
Abstract: Presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured on two levels. On the first level, global spatial and temporal characteristics are generated. On the second level, a set of parameterized trajectories produce both the position of the body in space and the internal body configuration. This is performed for a standard structure and an average configuration of the human body. The experimental context corresponding to the model is extended by allowing a continuous variation of global spatial and temporal parameters according to the motion rendition expected by the animator. The model is based on a simple kinematic approach designed to keep the intrinsic dynamic characteristics of the experimental model. Such an approach also allows a personification of the walking action in an interactive real-time context in most cases. A correction automata of such motion is then proposed

524 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023268
2022578
2021395
2020429
2019500
2018515