Abstract
Skeletal animation being one of the most distinct technics in real-time computer graphic is constantly evolving, since the time it was first implemented. New features, methods of synthesis and processing are being actively worked on and shipped in commercial titles. One missing aspect of this subbranch of rendering is proper automatic validation for humanoid movements. In response to that niche a study was prepared. It consisted of typical industry standard animation environment, used state-of-the-art animations resources and run with repeatable results in controlled environment. On these bases motion data for selected animated joints were measured and stored. Collected test data was analyzed against biomechanical constraints of human body. With conclusion of promising results, further research and possible applications were proposed.
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Wróbel, F., Szajerman, D., Wojciechowski, A. (2021). Biomechanical Methods of Validating Animations. In: Pietka, E., Badura, P., Kawa, J., Wieclawek, W. (eds) Information Technology in Biomedicine. Advances in Intelligent Systems and Computing, vol 1186. Springer, Cham. https://doi.org/10.1007/978-3-030-49666-1_26
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