mlsanityData to 14 Oct 2026

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

arXiv 2211.00330 ↗First posted 1 Nov 2022cs.GRcited by 1

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Abstract (arXiv)

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.

Key facts. Cited by 1 paper in the map (data through 14 Oct 2026). First posted on arXiv 1 Nov 2022.

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