首页> 外文会议>17th Anniversary of the International Simulatros Conference, Apr 16-20, 2000, Washington, D.C. >ROBOTIC INVERSE DYNAMICS FOR SIMULATION OF VIRTUAL HUMANS IN VIRTUAL MANUFACTURING AND DESIGN
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ROBOTIC INVERSE DYNAMICS FOR SIMULATION OF VIRTUAL HUMANS IN VIRTUAL MANUFACTURING AND DESIGN

机译:虚拟制造与设计中虚拟人的机器人逆动力学

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In this paper we consider the issue of inverse dynamics as part of a Physically Based Modeling and Simulation framework for 3D-motion modeling of "virtual humans" with its application to analysis of human posturing and motion. We describe and compare two main approaches: Lagrangian and Newton-Euler formulations. We also describe the main differences between a human model and robotic model. The efficient implementation of the Newton-Euler approach is described and illustrated by the design of an Inverse Dynamics Engine in the Jack software. The issues of the object-oriented design of the engine and the fulfilment of high-end interpretive language on the top of it are addressed. Our computational model assumes that, in addition to the forces caused by gravity, other external forces could be applied to the Human Figure Model. We also address problems of involving the Inverse Dynamics Engine in the motion simulation initiated by Jack's animation system. The Inverse Dynamics Engine is employed by the Human Force and Torque Analysis application which allows users to compute forces and torques for a full human figure or for an optional joint combination chosen by the user from the list of available options. The typical customer problems, which can be facilitated by using this application, are presented.
机译:在本文中,我们将逆动力学问题视为“虚拟人”的3D运动建模的基于物理的建模和仿真框架的一部分,并将其应用于分析人体姿态和运动。我们描述并比较了两种主要方法:拉格朗日方法和牛顿-欧拉公式。我们还描述了人类模型和机器人模型之间的主要区别。通过Jack软件中的逆动力学引擎的设计来描述和说明Newton-Euler方法的有效实现。解决了引擎的面向对象设计和在其顶部实现高端解释性语言的问题。我们的计算模型假定,除了重力引起的力外,其他外力也可以应用于人体模型。我们还解决了由杰克(Jack)动画系统发起的运动仿真中涉及逆动力学引擎的问题。逆向动力学引擎由“人力和扭矩分析”应用程序使用,该应用程序允许用户计算整个人形或用户从可用选项列表中选择的可选关节组合的力和扭矩。提出了典型的客户问题,可以通过使用此应用程序来解决。

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