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      Real-Time Character Inverse Kinematics using the Gauss-Seidel Iterative Approximation Method

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          Abstract

          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.

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          Author and article information

          Journal
          01 November 2022
          Article
          2211.00330
          1c5265b9-22c9-4ffc-a146-1ddc6e2f6179

          http://creativecommons.org/licenses/by/4.0/

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          cs.GR

          Graphics & Multimedia design
          Graphics & Multimedia design

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