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为了生成更准确流畅的虚拟人动画,采用Kinect设备捕获三维人体姿态数据的同时,使用单目人体三维姿态估计算法对Kinect的彩色信息进行骨骼点数据推理,从而实时优化人体姿态估计效果,并驱动虚拟人物模型生成动画。首先,提出了一种时空优化的骨骼点数据处理方法,以提高单目估计人体三维姿态的稳定性;其次,提出了一种Kinect和遮挡鲁棒姿势图(ORPM)算法融合的人体姿态估计方法来解决Kinect的遮挡问题;最后,研制了基于四元数向量插值和逆向运动学约束的虚拟人动画系统,其能够进行运动仿真和实时动画生成。与仅利用Kinect捕获人体运动来生成动画的方法相比,所提方法的人体姿态估计数据鲁棒性更强,具备一定的防遮挡能力,而与基于ORPM算法的动画生成方法相比,所提方法生成的动画在帧率上提高了两倍,效果更真实流畅。 相似文献
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The metamorphosis between two user-specified objects offers an intuitive metaphor for designing animations of deforming shapes. We present a new technique for interactively editing such deformations and for animating them in realtime. Besides the starting and ending shapes, our approach offers easy to use additional control over the deformations. The new Bezier Interpolating Polyhedron (BIP) provides a graphics representation of such a deforming object formulated mathematically as a point describing a Bezier curve in the space of all polyhedra. We replace, in the Bezier formulation, the traditional control points by arbitrary polyhedra and the vector addition by the Minkowski sum. BIPs are composed of Animated GRaphic ELement (AGRELs), which are faces with constant orientation, but with parametrized vertices represented by Bezier curves. AGRELs were designed to efficiently support smooth realtime animation on commercially available rendering hardware. We provide a tested algorithm for automatically computing BIPs from the sequence of control polyhedra and demonstrate its applications to animation design. 相似文献
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A survey of human body animation is presented dealing with its geometrical representation, motion control techniques and rendering. A classification of human body animation systems is presented according to different criteria.The human body movement notations are described and the different existing geometric models of the body and the face are analised and compared.The body and face control motion techniques are presented and discussed, as well as human body motion in its environment. Finally, the different problems of human body rendering are presented. 相似文献
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With the rapid development of computing technology, three-dimensional (3D) human body models and their dynamic motions are widely used in the digital entertainment industry. Human performance mainly involves human body shapes and motions. Key research problems in human performance animation include how to capture and analyze static geometric appearance and dynamic movement of human bodies, and how to simulate human body motions with physical effects. In this survey, according to the main research directions of human body performance capture and animation, we summarize recent advances in key research topics, namely human body surface reconstruction, motion capture and synthesis, as well as physics-based motion simulation, and further discuss future research problems and directions. We hope this will be helpful for readers to have a comprehensive understanding of human performance capture and animation. 相似文献
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There is an increasing demand for human body motion data. Motion capture and physical animation have been used to generate such data. It is, however, apparent that such methods cannot automatically generate arbitrary human body motions. A human body is a redundant multi-linked body controlled by a number of muscles. For this reason, the muscles must work appropriately and cooperatively for controlling the whole body. It is well-known that the human body control system is composed of two parts: The open-loop feed-forward control system and the closed-loop feedback control system. Many researchers have investigated the characteristics of the latter by analyzing the response of a human body to various external perturbations. However, for the former, very few studies have been done. This paper proposes an open-loop feed-forward model of the lower extremities which includes postural control for accurate animation of a human body. Assumptions are made here that the feed-forward controller minimizes a certain objective value while keeping the balance of the body stable. The actual human motion data obtained using a motion capturing technique is compared with the trajectory calculated using our method for verification. The best criteria which is based on muscle dynamics is proposed. Using our method, dynamically correct human animation can be created by merely specifying a few key postures. 相似文献
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针对目前人物动画制作以及绘画过程中对人体结构认识不足的问题,以及虚拟现实技术在教育中的优势,提出了一个基于Forge云的艺用人体解剖绘画仿真系统方案.系统按照人体结构比例,采用块面加线的模式完成人物模型的构建及可视化过程,完全遵照动画运动规律,以骨骼动画结合三维动作捕捉的方式实现人体运动仿真.通过Forge云平台和Three.js完成人机交互.最后,将漫画模块和Forge云模块双向通信,完成漫画人物姿态仿真.通过测试证明,该系统的仿真度和易用性较高,为数字化学习和移动学习提供了环境,有助于学习者深入理解人体解剖结构,并正确掌握漫画人物的造型方法. 相似文献
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《Computers & Graphics》1997,21(4):483-496
This paper presents a new methodology for model and control of the motion of an (articulated) rigid body for the purposes of animation. The technique uses a parameter optimization method for forward dynamic simulation to obtain a good set of values for the control variables of the system. We model articulated rigid bodies using a moderate number of control nodes, and we linearly interpolate control values between adjacent pairs of these nodes. The interpolated control values are used to determine the forces/torques for the body actuators. We can control total motion duration time, and the control is more flexible than in any other dynamics based animation techniques. We employ a parameter optimization, (or nonlinear programming) method to find a good set of values for the control nodes. We extend this method by using a musculotendon skeletal model for the human body instead of the more commonly used robot model to provide more accurate human motion simulations. Skeletal and musculotendon dynamics enable us to do the human body animation more accurately than ever because the muscle force depends on the geometry of a human as well as on differential kinematic parameters. We show various levels of motion control for forward dynamics animation: ranging from piecewise linear forces/torques control for joints to muscle activation signal control for muscles to generate highly nonlinear forces/torques. This spectrum of control levels provides various nonlinear resulting motions to animators to allow them to achieve effective motion control and physically realistic motion simultaneously. Because our algorithms are heavily dependent on parameter optimization, and since the optimization technique may have difficulty finding a global optimum, we provide a modified optimization method along with various techniques to reduce the search space size. Our parameter optimization based forward dynamic animation and musculotendon dynamics based animation present the first use of such techniques in animation research to date. 相似文献
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一种基于视频的人体动画骨架提取技术 总被引:11,自引:0,他引:11
人体动画是计算机动画中最具有挑战性的领域.针对传统人体动画技术的不足,提出了一种新技术来提取视频中的人体骨架,以应用于人体动画.对于任何视频流,该方法都能在图像序列中跟踪人体特征骨架,并建立了透视投影下的三维人体运动骨架序列,最终通过自动注释运动信息建立了可供动画师浏览、查询的运动信息库.这种方法具有素材来源丰富、计算量少、制作高效等特点,而且产生了人体运动非常真实,同时也将动画师从枯燥的工作中解 相似文献
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具有真实感的三维人脸模型的构造和动画是计算机图形学领域中一个重要的研究课题.如何在三维人脸模型上实时地模拟人脸的运动,产生具有真实感的人脸表情和动作,是其中的一个难点.提出一种实时的三维人脸动画方法,该方法将人脸模型划分成若干个运动相对独立的功能区,然后使用提出的基于加权狄里克利自由变形DFFD(Dirichlet free-form deformation)和刚体运动模拟的混合技术模拟功能区的运动.同时,通过交叉的运动控制点模拟功能区之间运动的相互影响.在该方法中,人脸模型的运动通过移动控制点来驱动.为了简化人脸模型的驱动,提出了基于MPEG-4中脸部动画参数FAP(facial animation parameters)流和基于肌肉模型的两种高层驱动方法.这两种方法不但具有较高的真实感,而且具有良好的计算性能,能实时模拟真实人脸的表情和动作. 相似文献
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针对传统人体动画制作成本高、人体运动受捕获设备限制等缺陷,提出了一种基于单目视频运动跟踪的三维人体动画方法。首先给出了系统实现框架,然后采用比例正交投影模型及人体骨架模型来恢复关节的三维坐标,关节的旋转欧拉角由逆运动学计算得到,最后采用H-anim标准对人体建模,由关节欧拉角驱动虚拟人产生三维人体动画。实验结果表明,该系统能够对人体运动进行准确的跟踪和三维重建,可应用于人体动画制作领域。 相似文献
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Desktop animation of multiple human figures 总被引:1,自引:0,他引:1
Calvert T. Bruderlin A. Dill J. Schiphorst T. Weilman C. 《Computer Graphics and Applications, IEEE》1993,13(3):18-26
Life Forms, a desktop system specifically designed to develop a full-motion specification for multiple human figures is described. The Life Forms application complements a general-purpose animation system with full modeling, rendering, and composition capabilities. The system supports this process from concept development through detailed choreography and composition to visualization of the final result. Normally, Life Forms' output serves as input to a general-purpose animation system, where an environment is added, body models may be elaborated, and rendering of final images occurs. The enhanced images are then transferred to videotape or film and go on to postproduction. Several concepts of human figure animation are reviewed in discussing Life Forms 相似文献
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Generation and animation of realistic humans is an essential part of many projects in today's media industry. Especially, the games and special effects industry heavily depend on realistic human animation. In this work a unified model that describes both, human pose and body shape is introduced which allows us to accurately model muscle deformations not only as a function of pose but also dependent on the physique of the subject. Coupled with the model's ability to generate arbitrary human body shapes, it severely simplifies the generation of highly realistic character animations. A learning based approach is trained on approximately 550 full body 3D laser scans taken of 114 subjects. Scan registration is performed using a non-rigid deformation technique. Then, a rotation invariant encoding of the acquired exemplars permits the computation of a statistical model that simultaneously encodes pose and body shape. Finally, morphing or generating meshes according to several constraints simultaneously can be achieved by training semantically meaningful regressors. 相似文献
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Existing work on animation synthesis can be roughly split into two approaches, those that combine segments of motion-capture data, and those that perform inverse kinematics. In this paper, we present a method for performing animation synthesis of an articulated object (e.g. human body and a dog) from a minimal set of body joint positions, following the approach of inverse kinematics. We tackle this problem from a learning perspective. Firstly, we address the need for knowledge on the physical constraints of the articulated body, so as to avoid the generation of a physically impossible poses. A common solution is to heuristically specify the kinematic constraints for the skeleton model. In this paper however, the physical constraints of the articulated body are represented using a hierarchical cluster model learnt from a motion capture database. Additionally, we shall show that the learnt model automatically captures the correlation between different joints through simultaneous modelling of their angles. We then show how this model can be utilised to perform inverse kinematics in a simple and efficient manner. Crucially, we describe how IK is carried out from a minimal set of end-effector positions. Following this, we show how this “learnt inverse kinematics” framework can be used to perform animation syntheses on different types of articulated structures. To this end, the results presented include the retargeting of a flat surface walking animation to various uneven terrains to demonstrate the synthesis of a full human body motion from the positions of only the hands, feet and torso. Additionally, we show how the same method can be applied to the animation synthesis of a dog using only its feet and torso positions. 相似文献
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在关键帧骨骼动画中,中间帧的生成效果直接影响着动画的自然流畅程度。生成中间帧的方法有线性插补法和高次多项式拟合法等。由于人体的骨骼关节之间存在着连带关系,且关节的旋转角度受到约束,对人体的关键帧姿态进行插值不同于一般物体。本文在建立人体骨骼模型的基础上,采用四元数方法对给定的关键帧进行插值生成中间帧,并对生成结果做简单的分析。 相似文献
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由于单幅图像缺失三维信息以及完整的纹理信息,基于单幅图像的真实感三维人体动画合成极具挑战性。针对单幅图像三维信息缺失问题,提出了一种基于SMPL参数模型的三维人体几何重建方法。该方法以单幅图像为输入,先根据输入图像人体轮廓信息变形标准的SMPL参数模型分别生成与目标轮廓一致的正反面的三维几何模型,然后利用基于B样条插值的网格拼接融合算法拼接正反面三维几何,最后为了恢复正确的手部几何,利用基于B样条插值的网格拼接融合算法,将重建后的模型上错误的手部几何用标准SMPL参数模型上正确的手部几何替换。同时,针对单幅图像中纹理缺失的问题,提出了一个称为FBN(front to back network)的对抗生成网络,用于恢复被遮挡的人体背面纹理。实验结果表明,该方法生成的具有完整纹理的人体几何能够由3D运动数据驱动运动,生成具有高度真实感的三维人体动画。 相似文献