Fabrik - definitie. Wat is Fabrik
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Wat (wie) is Fabrik - definitie

COMPUTING MOTION TO REACH A DESIRED POSITION
Inverse kinematic animation; Inverse Kinematics; Analytical solutions to inverse kinematics problems; FABRIK; Cyclic Coordinate Descent
  • Forward vs. inverse kinematics
  • A model of the human skeleton as a kinematic chain allows positioning using inverse kinematics.

Inverse kinematics         
In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.
Fabrik Inc.         
MANUFACTURER OF EXTERNAL HARD DRIVES AND ASSOCIATED SOFTWARE
Fabrik Inc
Fabrik Inc. was a manufacturer of external hard drives and digital content management software and services.
Fabrik Heeder         
ARCHITECTURAL STRUCTURE
Fabrik Heeder is a theatre in Krefeld, North Rhine-Westphalia, Germany. It is a former factory building, originally constructed in 1906, and has been in use for cultural activities since 1989.

Wikipedia

Inverse kinematics

In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. Given joint parameters, the position and orientation of the chain's end, e.g. the hand of the character or robot, can typically be calculated directly using multiple applications of trigonometric formulas, a process known as forward kinematics. However, the reverse operation is, in general, much more challenging.

Inverse kinematics is also used to recover the movements of an object in the world from some other data, such as a film of those movements, or a film of the world as seen by a camera which is itself making those movements. This occurs, for example, where a human actor's filmed movements are to be duplicated by an animated character.