Abstract
The ball-and-socket joint model is used to represent articulations with three rotational degrees of freedom (DOF), such as the human shoulder and the hip. The goal of this paper is to discuss two related problems: the parametrization and the definition of realistic joint boundaries for ball-and-socket joints. Doing this accurately is difficult, yet important for motion generators (such as inverse kinematics and dynamics engines) and for motion manipulators (such as motion retargeting), since the resulting motions should satisfy the anatomic constraints. The difficulty mainly comes from the complex nature of 3D orientations and of human articulations. The underlying question of parametrization must be addressed before realistic and meaningful boundaries can be defined over the set of 3D orientations. In this paper, we review and compare several known methods, and advocate the use of the swing-and-twist parametrization, that partitions an arbitrary orientation into two meaningful components. Finally, we review two joint boundaries representations based on this decomposition, and show an example.
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© 2001 Springer Science+Business Media New York
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Baerlocher, P., Boulic, R. (2001). Parametrization and Range of Motion of the Ball-and-Socket Joint. In: Magnenat-Thalmann, N., Thalmann, D. (eds) Deformable Avatars. IFIP — The International Federation for Information Processing, vol 68. Springer, Boston, MA. https://doi.org/10.1007/978-0-306-47002-8_16
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DOI: https://doi.org/10.1007/978-0-306-47002-8_16
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