An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
By P. Baerlocher, R. Boulic. The Visual Computer, 2004
350 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Vision and Pattern Recognition, Control and Systems Engineering
View Paper: https://www.semanticscholar.org/paper/6cf6074818f150cec8d9505d0bb23954e278bfb4
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- José Santos-Victor
- Luis Felipe Marin-Urias
- Manuel Lopes
- Rachid Alami
- Emrah Akin Sisbot
- Liliana Lo Presti
- Pascal Fua
- Nicolas Mansard
In Computer Vision and Pattern Recognition
- Raquel Urtasun
- Pascal Fua
- Luc Van Gool
- Xiaogang Wang
- Andrew Zisserman
- Jitendra Malik
- Andrea Vedaldi
- Dacheng Tao
In Control and Systems Engineering
- Manuel Lopes
- José Santos-Victor
- Rachid Alami
- Emrah Akin Sisbot
- Raquel Urtasun
- Pascal Fua
- Nicolas Mansard
- Adrien Escande
Citations in the corpus
- Spatial reasoning for human robot interaction (2007, methodology): “The general formulation[17] of Generalized Inverse Kinematics with two tasks can be expressed as: ∆θ = J+λ11 ∆x1 + [J2PN(J1)] +λ2(∆x2 − J2(J+λ11 ∆x1)) where J1 and J2 are the Jacobian matrixes of two tasks, +λ1 is the singularity robust pseudoinverse operator, ∆x1 and ∆x2 are goal points for two…”
- 3D skeleton-based human action classification: A survey (2016, background): “Motion retargeting generates the parameters of the motion for the target character by satisfying constraints about the resulting poses (such as speci fi c con fi gurations of the joints' angles [94] or speci fi c properties of the generated motion [95,96]).”
- A Developmental Roadmap for Learning by Imitation in Robots (2007, methodology): “A very good intuitive explanation of this equation is given in [ 36 ].”
- Hierarchical implicit surface joint limits for human body tracking (2005, methodology): “This extends naturally to additional constraints with higher levels of priority, but additional care must be taken when constructing the projectors [1].”
- Hierarchical quadratic programming: Fast online humanoid-robot motion generation (2014, methodology): “When only equalities are set, the method comes back to the classical stat-of-the-art solutions [Hanafusa et al., 1981, Siciliano and Slotine, 1991, Baerlocher and Boulic, 2004] but is up to ten times faster.”