• 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