it's bimonthly "felthry is amazed at the fact that inverse kinematics is computationally easy" day again
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@Felthry

I mean, if you build a little neural network, yeah. Good luck otherwise though, what with the non-closed-form solution thing. :P

@zetasyanthis i'm talking about its use in 3d graphics for positioning limbs with reference points only for the feet/hands, specifically! it probably gets a lot harder with an unbounded number of articulation points
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@Felthry

Oh gosh, yes, that would definitely make it harder. You'd need a bigger and bigger neural net. (Last time I played with them, a 3-5-3 feed-forward was enough for a limb with three articulation points. NASA has a paper on it somewhere an used the same thing for the space shuttle arm.)

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@zetasyanthis they've been using IK stuff since the early days of 3d graphics though, before neural networks were a thing people researched. There's IK in the original n64 release of Ocarina of Time!
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@zetasyanthis Well, either that or neural networks have been a thing used in video game programming for way longer than we thought
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@Felthry

Oh, those have been researched for a long time. They just haven't been the omg hotness in software engineering until recently.

@Felthry

Not surprised! We ran 4 copies of our neural net (for a four-legged robot with three articulation points on each leg) on a little PIC micro-controller after training stuff on a regular computer.

@zetasyanthis now i want to look at the code for ocarina of time or mario 64 and see how they did it

i thiiiink mario 64 had some IK?
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@zetasyanthis i won't, though, because i have better things to do this weekend than slog through MIPS assembly for hours.
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@Felthry

Yeaaah. As much as I find computers fascinating, chunking through assembly for hours is not my idea of fun. XD

@zetasyanthis assembly is neat but we are 100% entirely unfamiliar with anything to do with MIPS so it would be a particularly arduous process
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