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Using inverse kinematics for procedurally generated animation

Matic Vrtačnik (2019) Using inverse kinematics for procedurally generated animation. EngD thesis.

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    Abstract

    In this diploma thesis we used the FABRIK inverse kinematics algorithm in combination with physics library Bullet and C++ programming language to create a skeletal animation system with the ability to generate dynamic and procedural animation poses in real time. At the beginning we talked about different types of animations found in computer graphics and their pros and cons. We then focused on the implementation of the skeletal animation system. After that we talked about inverse kinematics and described the FABRIK algorithm. With the acquired knowledge we then proceeded to procedural generation of body poses with the help of the Bullet physics library. Finally, we talked about the visualization of skeletal animation and in addition to the problems encountered, we also described possible improvements to the entire system.

    Item Type: Thesis (EngD thesis)
    Keywords: computer graphics, OpenGL, skeletal animation, inverse kinematics, procedural generation
    Number of Pages: 67
    Language of Content: Slovenian
    Mentor / Comentors:
    Name and SurnameIDFunction
    izr. prof. dr. Iztok Lebar Bajec269Mentor
    Link to COBISS: http://www.cobiss.si/scripts/cobiss?command=search&base=51012&select=(ID=1538139331)
    Institution: University of Ljubljana
    Department: Faculty of Computer and Information Science
    Item ID: 4358
    Date Deposited: 12 Feb 2019 16:54
    Last Modified: 27 Feb 2019 11:47
    URI: http://eprints.fri.uni-lj.si/id/eprint/4358

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