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本文分析了目前几种典型的虚拟人系统,着重研究了基于DI-Guy的人体视景仿真技术,讨论了虚拟人的开发环境,分析了两种虚拟人生成方法(ACF配置实现及API编程实现),论述了虚拟人实时运动中的若干问题;着重介绍了虚拟人自定义动作实时驱动方法,克服了用动作库中成型动作驱动的缺点,提高了人体视景仿真的真实性;给出了仓库调
调度仿真系统应用范例。结果表明,包含多个人体实体的虚拟场景在HP6200上的运行帧频大于28帧/秒,而且人体动静态效果逼真,满足一般工程应用需求。 相似文献
调度仿真系统应用范例。结果表明,包含多个人体实体的虚拟场景在HP6200上的运行帧频大于28帧/秒,而且人体动静态效果逼真,满足一般工程应用需求。 相似文献
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VRML中虚拟人动作描述的研究 总被引:1,自引:0,他引:1
虚拟人是虚拟场景中最为活跃的因素,但是虚拟人的动作却不能由用户灵活的个性化的设计,为此设计了一个基于VRML的虚拟人动作描述语言(VHADL),采用H-Anim标准构建了虚拟人的模型,定义3个参照系使得用户更准确的描述动作、指定参数,使用反向动力学来确定肢体位置,并定义元动作和一些复合算子来合成复杂动作,最后给出了一个送咖啡的例子. 相似文献
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为了更加真实且实时地模拟运动中虚拟人恢复平衡的反应动作,提出一种针对受到外界作用力扰动的虚拟人平衡保持算法.首先通过虚拟人质心位移和速度来判断平衡性;然后借助生物力学的研究成果设计了具有人体特性的虚拟人运动受扰后的平衡保持方法,并用动力学进行模拟,驱动虚拟人完成平衡恢复.实验结果表明:该算法计算效率高,符合人体的生物力学特性,并且具有良好的交互性与较好的视觉效果,适用于虚拟人动画合成. 相似文献
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虚拟人实时运动控制的研究 总被引:7,自引:0,他引:7
为在虚拟环境中再现逼真的人体运动,对虚拟人的实时运动控制进行了研究。简单阐述了对虚拟人体的几何建模和运动建模。在传统人体动画控制技术的基础上,提出了虚拟人行为的高、低两层控制策略,实现了虚拟人行为的智能化--在低层运动控制部分,通过关键帧,正向、逆向运动学和简单动力学适当结合的多重控制技术对人体的关节直接控制,实现了周期地步行、跑步等移动动作;在高层运动控制中,研究了避免碰撞障碍物的路径规划和接近 相似文献
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虚拟人步行和跑步运动方式的实现 总被引:8,自引:1,他引:7
描述了虚拟人步行和跑步两种基本运动方式的实现方法。为确保虚拟人的行为符合真实环境中人体的运动规律和运动特征,根据对人体行走和跑步模型的分析,提出用关键帧,正向、逆向运动学和简单动力学适当结合的多重控制技术对人体的关节进行控制,实现了周期的步行、跑步等移动动作,接着通过引入运动特征参量,对已生成的移动动作加以修正,对不同人的个性化行为进行模拟,生成了不同速度、频率、步辐特征的走步和跑步动作。最后,利用动态仿真,能够交互地调整虚拟人运动的方向和速度,并使他在原地踏步、走步、跑步和转身这几种运动模式间进行转换。 相似文献
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《计算机辅助设计与图形学学报》2015,(12)
为了实现对虚拟人大范围运动的控制,针对人体下肢运动过程提出一种动作识别方法.首先根据人体下肢运动特点选取人体下肢动作识别运动参数,提出一种基于小波分形和最小二乘拟合的动作特征提取方法;然后基于支持向量机实现了对下肢运动链中各运动参数的动作识别;在获得各运动参数识别结果的基础上,采用证据理论实现了对识别结果的融合.采用运动捕捉数据进行实验的结果表明,该方法需要的训练样本少、实时性好,能够满足不同体型的人体动作识别需求,具有较好的应用前景. 相似文献
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Sensing gloves are often used as an input device for virtual 3D games. We propose a new method to control characters such as humans or animals in real‐time by using sensing gloves. Based on existing motion data of the body, a new method to map the hand motion of the user to the locomotion of 3D characters in real‐time is proposed. The method was applied to control locomotion of characters such as humans or dogs. Various motions such as trotting, running, hopping, and turning could be produced. As the computational cost needed for our method is low, the response of the system is short enough to satisfy the real‐time requirements that are essential to be used for games. Using our method, users can directly control their characters intuitively and precisely than previous controlling devices such as mouse, keyboards or joysticks. Copyright © 2006 John Wiley & Sons, Ltd. 相似文献
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《Advanced Robotics》2013,27(8):761-778
The path planning of legged locomotion is complex in that path generation is based on constraints not only from body motion, but also from leg motion. A general approach to path planning will fail in generating a feasible path for walking machines when facing the huge searching space of legged locomotion. In this paper, an effective method of path planning is introduced by virtue of terrain evaluation. It maps obstacles into the robot configuration space by evaluating the obstacles' influence on the legged locomotion. The evaluation produces an index of terrain, called terrain complexity, for path planning. Using potential-guided searching, the terrain with mapped obstacles is searched to generate a feasible path. 相似文献
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在坡道地段的运动仿真是高铁在整个运动仿真中的重要部分.为了研究高铁在坡道地段的运动仿真,本文提出了基于虚拟现实的高铁运动仿真模型.首先构建高铁模型和地形;然后将高铁抽象成绳体模型,从动力学角度分析高铁在坡道地段上的受力情况和运动状态;最后在虚拟现实引擎Unreal Engine中进行相关蓝图节点的连接,利用其提供的完整套件、实时高逼真的渲染效果,将其应用在高铁的仿真中.对研究高铁线路选取设计、模拟运行以及列车速度等参数和地形的适应关系等提供了很好的手段和方法,使模拟效果与列车实际运行状态最大程度匹配,同时也给相关的其他研究提供了参考. 相似文献
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三维真实感图形是科学可视化、计算机动画、虚拟现实的技术核心,也是时空一体化地理信息系统的关键技术,而OpenGL又是目前最新的三维图形国际标准,为了实现地形的真实感显示,讨论了三维真实感地形表现在OpenGL支持下的地形模型映、遥感影象与地形的融合、专题信息与地形的融合、以及动画与虚拟现实等技术实现方法,并在荆江分洪区洪水演进模拟系统等开发中得到应用。 相似文献
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基于D3D的三维虚拟人运动显示 总被引:1,自引:1,他引:1
开发了一套基于Direct 3D技术的应用程序开发包DXVHSDK,它可以在虚拟环境中载入、驱动并显示一个或多个三维虚拟人,具有绘制速度快、可靠性高、可扩展性强等优点,能够灵活地驱动虚拟角色完成各种复杂的运动和操作,可以广泛应用于仿真、娱乐、智能人机交互等领域.在DXVHSDK的基础上,还开发了一个可以控制虚拟人运动的原型系统. 相似文献
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提出了一种基于MultiGen Creator的快速生成大面积三维虚拟景观的方法,并且制作了三门峡至花园口的黄河三维虚拟景观模型。 相似文献
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The Torus Treadmill: realizing locomotion in VEs 总被引:2,自引:0,他引:2
Locomotion in virtual environments (VEs) remains one of the major problems in current virtual reality research. The most intuitive way to move about the real world is to travel on foot. People often feel a better sense of distance or direction while walking than while riding in a vehicle. This article discusses the development of a locomotion device that provides a sense of walking. In terms of natural interaction, the physical exertion of walking proves essential to locomotion. The research of my colleagues and I aims to give users a sense of walking while their position remains localized in the physical world. We've developed several prototypes of interface devices for walking. From the results of our research, we concluded that an infinite surface would offer an ideal means for giving people a sense of walking. Our device, called the Torus Treadmill, uses a torus-shaped surface to realize the locomotion interface. The surface employs 12 sets of treadmills connected side-by-side and driven in a perpendicular direction. These treadmills generate an infinite surface. We measured the motion of the users' feet with magnetic sensors. The floor moves in the opposite direction of the walker, canceling the motion of each step. The walker's position remains localized in the real world by this computer-controlled motion of the floor. The walker can freely change direction. An image of the virtual space appears in a head-mounted display corresponding to the walker's virtual position 相似文献
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Simulation motion of Virtual Reality (VR) objects and humans has experienced important developments in the last decade. However,
realistic virtual human animation generation remains a major challenge, even if applications are numerous, from VR games to
medical training. This paper proposes different methods for animating virtual humans, including blending simultaneous animations
of various temporal relations with multiple animation channels, minimal visemes for lip synchronisation, and space sites of
virtual human and 3D object models for object grasping and manipulation. We present our work in our natural language visualisation
(animation) system, CONFUCIUS, and describe how the proposed approaches are employed in CONFUCIUS’ animation engine. 相似文献
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《Advanced Robotics》2013,27(3):263-282
This paper is concerned with rule-based coordination of motion for rough-terrain locomotion by a hexapod walking machine. The logic for generating leg commands is written in Prolog while the simulation of the terrain and of the vehicle kinematics, as well as low-level on-board computer functions, are written in extended Common Lisp. It is found that this approach results in code that is much easier to understand and modify than previous motion coordination programs written in Pascal. We believe that the motion coordination rule set included in this paper results in better adaptation of walking machine leg sequencing to terrain constraints than any previously published means. 相似文献
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本文综合利用虚拟现实技术、传感器技术、电机控制技术和虚拟人技术,建立和实现了以传统跑步机为基础的多媒体健身平台。首先介绍了大规模三维场景模型生成的方法,以及以OSG开源场景图形程序为接口实现三维场景渲染的技术,然后设计并实现了多角色虚拟人的运动算法,最终达到用户、虚拟场景及虚拟人之间的动态交融,使得用户可以沉浸于场景之中。 相似文献