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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体模拟的机器人逆动力学

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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物理基于模型和仿真框架的一部分,用于3D运动建模的“虚拟人”的应用,以分析人类姿势和运动。我们描述并比较了两种主要方法:拉格朗日和牛顿 - 欧拉配方。我们还描述了人类模型和机器人模型之间的主要差异。通过Jack软件中的逆动力学引擎的设计描述和说明了牛顿 - 欧拉方法的有效实现。发动机面向对象设计的问题以及它在它顶部的高端解释语言的实现。我们的计算模型假设除了由重力引起的力之外,还可以应用于人类影模型。我们还解决了涉及杰克动画系统发起的运动仿真中的逆动力学引擎的问题。人力和扭矩分析应用程序采用逆动力学发动机,该应用程序允许用户从可用选项列表中计算完整人类图形的力和扭矩,或者是由用户选择的可选关节组合。呈现典型的客户问题,可以使用此应用程序促进。

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