Simulating humans : computer graphics animation and control /
Though actively pursued by several research groups, the problem of providing a synthetic or surrogate human for an engineer or designer already used to Computer Aided Design techniques has been most comprehensively solved by Norman Badler's computer graphics laboratory at the University of Penn...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Otros Autores: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New York :
Oxford University Press,
1993.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- 1. Introduction and Historical Background
- 1.1. Why Make Human Figure Models?
- 1.2. Historical Roots
- 1.3. What is Currently Possible?
- 1.4. Manipulation, Animation, and Simulation
- 1.5. What Did We Leave Out?
- 2. Body Modeling
- 2.1. Geometric Body Modeling
- 2.2. Representing Articulated Figures
- 2.3. A Flexible Torso Model
- 2.4. Shoulder Complex
- 2.5. Clothing Models
- 2.6. The Anthropometry Database
- 2.7. The Anthropometry Spreadsheet
- 2.8. Strength and Torque Display
- 3. Spatial Interaction
- 3.1. Direct Manipulation
- 3.2. Manipulation with Constraints
- 3.3. Inverse Kinematic Positioning
- 3.4. Reachable Spaces
- 4. Behavioral Control
- 4.1. An Interactive System for Postural Control
- 4.2. Interactive Manipulation with Behaviors
- 4.3. The Animation Interface
- 4.4. Human Figure Motions
- 4.5. Virtual Human Control
- 5. Simulation with Societies of Behaviors
- 5.1. Forward Simulation with Behaviors
- 5.2. Locomotion
- 5.3. Strength Guided Motion
- 5.4. Collision-Free Path and Motion Planning
- 5.5. Posture Planning
- 6. Task-Level Specifications
- 6.1. Performing Simple Commands
- 6.2. Language Terms for Motion and Space
- 6.3. Task-Level Simulation
- 6.4. A Model for Instruction Understanding
- 7. Epilogue
- 7.1. A Roadmap Toward the Future.