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1.
The trident snake robot is a mechanical device that serves as a demanding testbed for motion planning and control algorithms of constrained non-holonomic systems. This paper provides the equations of motion and addresses the motion planning problem of the trident snake with dynamics, equipped with either active joints (undulatory locomotion) or active wheels (wheeled locomotion). Thanks to a partial feedback linearization of the dynamics model, the motion planning problem basically reduces to a constrained kinematic motion planning. Two kinds of constraints have been taken into account, ensuring the regularity of the feedback and the collision avoidance between the robot’s arms and body. Following the guidelines of the endogenous configuration space approach, two Jacobian motion planning algorithms have been designed: the singularity robust Jacobian algorithm and the imbalanced Jacobian algorithm. Performance of these algorithms have been illustrated by computer simulations.  相似文献   

2.
In this paper we propose a multiscale parametric snake model for ellipse motion estimation across a sequence of images. We use a robust ellipse parameterization based on the geometry of the intersection of a cylinder and a plane. The ellipse parameters are optimized in each frame by searching for local minima of the snake model energy including temporal coherence in the ellipse motion. One advantage of this method is that it just considers the convolution of the image with a Gaussian kernel and its gradient, and no edge detection is required. A detailed study about the numerical evaluation of the snake energy on ellipses is presented. We propose a Newton–Raphson-type algorithm to estimate a local minimum of the energy. We present some experimental results on synthetic data, real video sequences and 3D medical images.  相似文献   

3.
A new algorithm for 3D head tracking under partial occlusion from 2D monocular image sequences is proposed. The extended superquadric (ESQ) is used to generate a geometric 3D face model in order to reduce the shape ambiguity during tracking. Optical flow is then regularized by this model to estimate the 3D rigid motion. To deal with occlusion, a new motion segmentation algorithm using motion residual error analysis is developed. The occluded areas are successfully detected and discarded as noise. Furthermore, accumulation error is heavily reduced by a new post-regularization process based on edge flow. This makes the algorithm more stable over long image sequences. The algorithm is applied to both synthetic occlusion sequence and real image sequences. Comparisons with the ground truth indicate that our method is effective and is not sensitive to occlusion during head tracking.  相似文献   

4.
一种可编辑的三维人体蒙皮网格动画合成方法*   总被引:2,自引:1,他引:1  
为了使虚拟人情感表达更加逼真,提出了一种可编辑的三维人体动画合成方法。首先建立了三维网格和人体骨架之间的蒙皮关系,构造了关节运动角度的参数模型;然后,对三维人体骨架进行操作,利用线性混合蒙皮算法,驱动虚拟人体的运动。在Visual C++平台上实现了在特定情感状态下的肢体动画,验证了该方法的有效性。  相似文献   

5.
为提高分割精度,提出Snake与多尺度分析相结合的医学图像分割方法。根据先验知识给定图像一个初始的粗略轮廓,然后对图像进行多尺度增强,在不同的尺度下应用Snake算法进行轮廓提取,相当于在曲线的收敛过程中进行了修正,从而使得轮廓在不同的尺度中逐渐优化,分离出精确的轮廓。实验结果表明,该方法是有效的,对医学图像分割的精度优于传统的Snake模型。  相似文献   

6.
We propose an algorithm allowing the construction of a structural representation of the cortical topography from a T1-weighted 3D MR image. This representation is an attributed relational graph (ARG) inferred from the 3D skeleton of the object made up of the union of gray matter and cerebro-spinal fluid enclosed in the brain hull. In order to increase the robustness of the skeletonization, topological and regularization constraints are included in the segmentation process using an original method: the homotopically deformable regions. This method is halfway between deformable contour and Markovian segmentation approaches. The 3D skeleton is segmented in simple surfaces (SSs) constituting the ARG nodes (mainly cortical folds). The ARG relations are of two types: first, theSS pairs connected in the skeleton; second, theSS pairs delimiting a gyrus. The described algorithm has been developed in the frame of a project aiming at the automatic detection and recognition of the main cortical sulci. Indeed, the ARG is a synthetic representation of all the information required by the sulcus identification. This project will contribute to the development of new methodologies for human brain functional mapping and neurosurgery operation planning.  相似文献   

7.
This paper presents a model of elastic articulated objects based on revolving conic surface and a method of model-based motion estimation. The model includes 3D object skeleton and deformable surfaces that can represent the deformation of human body surfaces. In each limb, surface deformation is represented by adjusting one or two deformation parameters. Then, the 3D deformation parameters are determined by corresponding 2D image points and contours with volume invariable constraint from a sequence of stereo images. The 3D motion parameters are estimated based on the 3D model. The algorithm presented in this paper includes model-based parameter estimation of motion and parameter determination of deformable surfaces.  相似文献   

8.
基于阈值和snake模型的三维医学图像自动分割   总被引:2,自引:0,他引:2  
张谦耿国华  周明全 《微机发展》2005,15(2):109-111,114
提出了一种利用snake模型和基于连通性阈值算法进行三维医学图像的自动分割方法。根据三维医学图像的特点,首先选取该图像的中间层图像,利用基于连通性的阈值算法对其分割;其次利用邻层图像分割结果和snake模型来指导下一层的图像分割。实验结果表明,该方法可以明显提高分割的准确率和速度。  相似文献   

9.
马昊 《计算机应用研究》2020,37(6):1867-1870
为了提高三维人体骨骼模型的建模效率并简化交互规则,提出了一种基于深度学习的手绘人体动作草图到三维骨骼模型的重建方法。首先将三维骨骼模型渲染为二维图像来建立维度映射关系,进而使用图像分类方法识别手绘草图动作并根据维度映射实现三维骨骼模型重建。在实验中使用基于深度卷积神经网络对图像分类模型进行构建,使用浅层卷积网络作为训练单元,并使用逐级分类与分块训练策略加速网络收敛速度来提高训练效率。最后实验结果验证了该方法的可行性与有效性。  相似文献   

10.
仿蛇变体机器人运动机理研究   总被引:2,自引:1,他引:2  
刘华  颜国正  丁国清 《机器人》2002,24(2):154-158
本文设计了一种蛇形机器人,分析了蛇形机器人的结构,详细讨论了蛇形机器人的运 动机理和几何结构关系,并推导出蛇形机器人的控制算法和相应的控制程序,蛇形机器人在 程序控制下能够向前、向后运动,在一定程度上实现了蛇的运动.  相似文献   

11.
Sun Zheng 《Information Sciences》2010,180(16):2940-2959
The aim of this work is to propose an improved intensive restraint topology adaptive snake model for detecting and tracking target contours with complex topological morphology from dynamic gray-scale image sequences. The image is discretized by orthogonal equidistant grid lines and snake nodes are constrained to move only from one grid vertex to another along grid lines. Thus, the computation is much simpler than those of other T-snakes since complicated calculation of intersection points of snake curve and grid lines is not required. Topological transformation is implemented through splitting snake nodes as well as automatically detecting and eliminating topological collision. An adaptive weighted expansion energy term is introduced into snake’s energy function driving the model to pass across the region with non-uniform intensity distribution inside the target region. The required manual interaction is reduced to only select a random point within the target region in the first frame of the image sequence. For subsequent frames, the detection result in the previous frame is regarded as the initial model in the current frame.Through experiments on simulated image data and clinical X-ray coronary angiographic sequences, the model’s topological flexibility and lower computation cost compared with other T-snakes are demonstrated. Also, the sensitivity of the model to weights of the energy terms and grid size as well as the initial plan of the model is discussed based on experimental results.  相似文献   

12.
In this paper, we propose an obstacle avoidance method for autonomous locomotion control of a snake robot. The snake robot consists of rigid links, active joints and passive wheels, and can move only by varying its shape. The pass planning for the obstacle avoidance is a complicated problem because the snake robot has many states, control inputs and the under-actuated property. In our proposed method, the snake motion is restricted to a periodic undulate curve (called a serpenoid curve) by an additional control constraint and the undulate curve is tuned by switching the control constraint in order that the snake robot avoids the obstacle. Therefore, the path planning is simplified and the snake robot will achieve the obstacle avoidance with an efficient path. In this paper, we denote the details of our method and investigate the effectiveness of our strategy by numerical simulations.  相似文献   

13.
Snake robots have shown a great potential for operations in confined workplaces that are less accessible or dangerous to human workers, such as the in-pipe inspection. However, the snake robot teleoperation remains a nontrivial task due to the unique locomotion mechanism (e.g., helical motion) and the constraints of the workplaces including the low visibility and indistinguishable features. Most snake robot feedback systems are based on the live camera view only. It is hard for the human operator to develop a correct spatial understanding of the remote workplace, leading to problems such as disorientation and motion sickness in snake robot teleoperation. This study designs and evaluates an innovative haptic assistant system for snake robot teleoperation in the in-pipe inspection. An upper-body haptic suit with 40 vibrators on both the front and back sides of the human operator was developed to generate haptic feedback corresponding to the bottom and up sides of the snake robot, transferring the egocentric sensation of the snake robot to the human operator. A human-subject experiment (n = 31) was performed to evaluate the efficacy of the developed system. The results indicate that the proposed haptic assistant system outperformed other feedback systems in terms of both task performance and subjective workload and motion sickness evaluations. It inspires new control and feedback designs for the future snake robot in industrial operations.  相似文献   

14.
为了更逼真地从视频图像序列中实现三维人体骨架动画形式的提取,以便进一步地对人体运动进行分析与研究,提出了一种基于多视角视频的运动重建的方法。该方法充分利用了标记点的信息,其核心步骤有标定摄像机,提取标记点,跟踪标记点和人体运动三维重建四个主要方面。其中,在跟踪标记点时,使用了基于多视觉的目标跟踪算法,该算法由结合了扩展卡尔曼滤波预测与标记点轨迹平滑性约束所构成的双目立体视觉跟踪与多目视觉数据融合两个方面。实验结果证明了所提方法的有效性与可行性。  相似文献   

15.
自动匹配虚拟人模型与运动数据   总被引:6,自引:1,他引:6  
胡晓雁  梁晓辉  赵沁平 《软件学报》2006,17(10):2181-2191
使用运动数据驱动虚拟人模型运动是人体运动仿真的常用方法.通常,运动数据本身定义了适合该运动数据的骨架结构,这要求被其驱动的虚拟人模型也必须有相匹配的骨架定义.提出了一种推迟到运动数据导入时再为模型生成骨架结构的基于语义分析的懒匹配算法(lazy match based on semantic analysis,简称LMSA),该算法先用一组平行平面切分人体模型以生成备选关节点集,并在导入运动数据后对备选关节点集和运动数据的骨架结构进行语义分析,匹配具有相同语义的备选关节点和骨架结构的各关节,使已有的虚拟人几何模型能够直接应用于具有不同骨架结构的人体运动数据.  相似文献   

16.
Generating a visually appealing human motion sequence using low‐dimensional control signals is a major line of study in the motion research area in computer graphics. We propose a novel approach that allows us to reconstruct full body human locomotion using a single inertial sensing device, a smartphone. Smartphones are among the most widely used devices and incorporate inertial sensors such as an accelerometer and a gyroscope. To find a mapping between a full body pose and smartphone sensor data, we perform low dimensional embedding of full body motion capture data, based on a Gaussian Process Latent Variable Model. Our system ensures temporal coherence between the reconstructed poses by using a state decomposition model for automatic phase segmentation. Finally, application of the proposed nonlinear regression algorithm finds a proper mapping between the latent space and the sensor data. Our framework effectively reconstructs plausible 3D locomotion sequences. We compare the generated animation to ground truth data obtained using a commercial motion capture system.  相似文献   

17.
A review on modelling, implementation, and control of snake robots   总被引:1,自引:0,他引:1  
This paper provides an overview of previous literature on snake robot locomotion. In particular, the paper considers previous research efforts related to modelling of snake robots, physical development of these mechanisms, and finally control design efforts for snake locomotion. The review shows that the majority of literature on snake robots so far has focused on locomotion over flat surfaces, but that there is a growing trend towards locomotion in environments that are more challenging, i.e. environments that are more in line with realistic applications of these mechanisms.  相似文献   

18.
动态3维场景中多角色动画的交互式模拟研究   总被引:1,自引:0,他引:1       下载免费PDF全文
当前角色动画的合成大多是在预设的场景中,采用导入与角色骨骼模型匹配的运动捕获数据的方法,这就满足不了多种拓扑结构的骨骼模型和实时变化场景的需要。针对上述问题,提出重定向运动捕获数据到多个任意骨骼拓扑结构的算法,通过采用以实时3维动态寻径算法为基础的角色智能寻径模型,结合语音用户接口代替图形用户接口的方法,实现虚拟角色在动态3维场景中的真实感运动。实验结果表明,本方法可以合成流畅而逼真的,与环境实时交互的角色动画,提高了数据重用性,降低了动画合成成本,满足不同动态3维场景中动画合成的需要。  相似文献   

19.
基于骨骼的三维虚拟人运动合成方法研究   总被引:1,自引:0,他引:1  
针对虚拟人运动合成中建立的人体模型存在复杂化、合成的虚拟人运动序列逼真度差的问题,提出了一种基于骨骼的虚拟人运动合成方法。在分析人体结构的基础上,通过三维图形软件获取人体骨骼数据,构建虚拟人体的骨骼模型。另外,将关键帧四元数球面插值算法与时间和空间变形方法相结合,生成多样化的虚拟人运动序列。实验结果验证了该方法的有效性。  相似文献   

20.
提出一种基于三维时空小波变换和马尔可夫随机场(MarkovRandomField)模型的多分辨率运动目标分割算法。该算法利用三维时空小波变换对图像序列进行分解得到多分辨率的图像序列,并在此基础上建立多分辨率的马尔可夫随机场模型,构造相应的能量函数。通过条件迭代模型优化算法(IteratedConditionalModes)求解能量函数的最优解,得出标记场,提取出运动目标。实验结果证明,该算法能够很好地消除了单一分辨率的MRF运动检测结果中"空洞"现象,对运动目标分割具有很好的分割效果。  相似文献   

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