We present a realistic, robust, and computationally fast method of solving highly non-linear inverse kinematic problems with angular limits using the Gauss-Seidel iterative method. Our method is ideally suited towards character based interactive applications such as games. To achieve interactive simulation speeds, numerous acceleration techniques are employed, including spatial coherent starting approximations and projected angular clamping. The method has been tested on a continuous range of poses for animated articulated characters and successfully performed in all cases and produced good visual outcomes.
翻译:我们用高斯-赛德尔迭代法提出了一种现实、稳健和快速计算的方法,用高斯-赛德尔迭代法解决高度非线性反向运动极限的高度非线性运动问题。我们的方法非常适合以性格为基础的互动应用,例如游戏。为了实现互动模拟速度,我们采用了许多加速技术,包括空间一致的起始近似和预测角系。该方法在动动画显示字符的连续组合中进行了测试,并在所有案例中成功运行并产生了良好的视觉结果。