DocumentCode
2695040
Title
Evolutionary motion inverse kinematics
Author
Millard, John
Author_Institution
Univ. of Adelaide, Adelaide
fYear
2007
fDate
25-28 Sept. 2007
Firstpage
3671
Lastpage
3678
Abstract
In disciplines, such as robotics and computer graphics (CG) or industries such as, game development, various tasks involve the manipulation of articulated structures in interesting and complex ways. This may involve controlling robotic manipulators or perhaps posing the skeleton of a virtual human. When performed manually, the task of rotating each individual joint in order to produce a desired pose can be tedious and time consuming. The process of rotating each joint independently is known as forward kinematics (FK). One way to simplify this process is to automatically calculate the angles required for a given joint (known as the end-effector) to reach a goal position - this process is known as inverse kinematics (IK). In this paper an evolutionary algorithm (EA) is proposed as a solution to inverse kinematics. Several extensions are also proposed to allow extra constraints to be included, such as obstacle avoidance and angular joint limits. This approach is called Evolutionary Motion IK (E-MOTION IK).
Keywords
evolutionary computation; manipulator kinematics; angular joint limits; computer graphics; evolutionary algorithm; evolutionary motion inverse kinematics; forward kinematics; game development; obstacle avoidance; robotic manipulators; virtual human; Character generation; Computer graphics; Computer industry; Joints; Kinematics; Manipulators; Robot control; Service robots; Skeleton; Toy industry;
fLanguage
English
Publisher
ieee
Conference_Titel
Evolutionary Computation, 2007. CEC 2007. IEEE Congress on
Conference_Location
Singapore
Print_ISBN
978-1-4244-1339-3
Electronic_ISBN
978-1-4244-1340-9
Type
conf
DOI
10.1109/CEC.2007.4424948
Filename
4424948
Link To Document