共查询到18条相似文献,搜索用时 46 毫秒
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为了使人们对3维人体运动编辑与合成技术有个概略了解,对当前3维人体运动编辑和合成技术的研究现状进行了系统阐述。首先对4大类3维人体运动合成方法进行了分析比较;然后按照运动捕获数据的表示方法、运动编辑技术、运动合成技术3个方面着重分析了运动捕获数据驱动的运动合成方法的发展现状;最后对目前3维人体运动编辑与合成技术研究中的难点问题及未来研究重点进行了展望。 相似文献
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为了解决参数化运动合成方法中普遍存在的参数结构不统一和可理解性差的问题,提出一种稀疏语义参数化模型.该模型对预处理后的运动样本进行时序成组的稀疏主成分分析,得到若干个稀疏基向量;将运动参数表示为原始变量的稀疏线性组合,而组合系数对应着稀疏基向量的分量,因此运动参数具有鲜明语义.实验结果表明,采用文中模型只需简单地修改运动参数的数值,就能够实时地控制如摆臂幅度、肘部弯曲程度、行走路径、步幅、跳跃距离等运动属性,从而直观、高效地合成出符合用户要求的逼真运动. 相似文献
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运动路径驱动的角色动画合成方法 总被引:1,自引:0,他引:1
为了给虚拟角色合成出逼真的大范围运动数据,提出一种为特定运动路径配上自然多样的人体运动数据的方法.该方法将待匹配运动路径分割为一系列短小的运动路径片断,并在一个结构化的运动状态机上逐片断地寻找最为匹配的运动序列;然后将这些运动序列依次连接起来,得到一段连续的、满足运动路径约束的人体运动数据.用户还可以交互式地设计运动路径上一个路径片断的运动类型.该方法适用于待匹配运动路径运动范围大、对多条运动路径同时计算匹配运动、多条运动路径之间交叉频繁的情景. 相似文献
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为了实现多角色运动合成,提出将多角色可变形运动模型与运动片元相结合的方法.在运动片元构造阶段,使用多角色可变形运动模型来为片元库增加语义相同而细节不同的多角色交互性运动片元;在运动片元拼接阶段,使用随机抽样算法和确定性搜索算法相结合的策略来拼接运动片元;在多角色运动合成阶段,使用自顶向下策略匹配存在环境约束的情况,并使用大片元优先策略匹配片元形状不规则的情况.实验结果表明,该方法能实现运动片元间的平滑过渡,得到在时间上连续、空间上不重叠的无缝拼接图. 相似文献
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基于核函数的PCA在QAR数据分析中的应用 总被引:2,自引:0,他引:2
分析了传统的主成分分析方法的不足,论述了KPCA方法及其时间复杂度高的缺陷。在此基础上,提出基于核函数构造的协方差矩阵的主成分分析,相比 KPCA,该方法具有快的降维速度。实验结果显示:把该方法用于QAR数据具有良好的降维效果和高分类正确率。 相似文献
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数据驱动的角色动画技术是计算机图形学研究的热点之一.该技术依赖于对庞大的人体运动捕获数据的重用.为了便于存储和网络传输数据,高效实时的人体运动捕获数据压缩方法是非常重要的.文中从消除时域冗余、空域冗余及片段域冗余等多个角度对近年来的人体运动数据压缩方法进行介绍,总结归纳了人体运动捕获数据压缩流程,梳理出了人体运动数据压缩方法的分类原则,并以冗余类别为主线回顾与综述了人体运动压缩领域的最新研究成果.最后展望了该研究领域未来的发展趋势. 相似文献
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使用独立成分分析(Independent component analysis,ICA)来建模运动风格、合成风格化的人体运动,是一种有效且有前景的手段.为了避免现有方法在设定独立成分个数或子空间结构时的人为影响,并提高风格成分的质量,提出一种基于重构式独立成分分析的运动风格分析方法.由于放弃了混合矩阵的正交性约束,一方面,拥有了更多的自由度来表示各独立成分;另一方面,利用特征的过完备性以及自身在特征选择时的稀疏特性,能够自动地确立独立成分数目.此外,通过结合基于主测地线分析的逆运动学与运动过渡技术,该方法能够合成包含多种风格、任意长度的行走运动,同时还能通过编辑特定帧的人体姿势来约束合成的结果.实验结果表明,该方法能够有效地分析出行走、跳跃和踢腿等运动中代表风格的独立成分,并根据用户对风格的编辑,实时地生成自然、平滑的运动. 相似文献
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本文提出了一种新的用于人体运动合成的运动纹理(Motion Texture)模型。该模型使用统计方法自动分析人体运动捕捉数据,并且可以合成与原始数据在统计特性上相同的人体运动。运动纹理模型是一个两层统计模型,其中包含的两层分别由一组运动基元和这些基元的统计分布组成。模型中用线性动态系统来表示单个运动基元。运动基元的统计分布由相关转移矩阵来描述。本文详细地讨论了如何通过最大似然准则来学习运动纹理模型的方法,并给出了如何用运动纹理模型自动合成复杂的人体运动序列的算法。通过使用运动纹理模型,可以实现对复杂人体运动在不同层次上的编辑。既可以在运动基元层次上修改运动细节,也可以在更高的层次上实现编辑。本文给出了使用运动纹理模型合成舞蹈动作的一些实验。这些实验验证了模型的有效性。 相似文献
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Ting‐Chieh Huang Yi‐Jheng Huang Wen‐Chieh Lin 《Computer Animation and Virtual Worlds》2013,24(2):87-95
Horse locomotion exhibits rich variations in gaits and styles. Although there have been many approaches proposed for animating quadrupeds, there is not much research on synthesizing horse locomotion. In this paper, we present a horse locomotion synthesis approach. A user can arbitrarily change a horse's moving speed and direction, and our system would automatically adjust the horse's motion to fulfill the user's commands. At preprocessing, we manually capture horse locomotion data from Eadweard Muybridge's famous photographs of animal locomotion and expand the captured motion database to various speeds for each gait. At runtime, our approach automatically changes gaits based on speed, synthesizes the horse's root trajectory, and adjusts its body orientation based on the horse's turning direction. We propose an asynchronous time warping approach to handle gait transition, which is critical for generating realistic and controllable horse locomotion. Our experiments demonstrate that our system can produce smooth, rich, and controllable horse locomotion in real time. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
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We present an interactive method for creating animation sequences of characters based on captured motion data in an exploratory way as in assembling construction toys. The key component of our method is a path browser that can retrieve and visualize paths as diverse as possible connecting a given pair of initial and final motion fragments instantiated in the space. With the aid of our path browser, the user can develop large‐scale assembly of motions gradually through iterations of arranging and putting together motion fragments. For the efficient retrieval of connecting paths, we use a bidirectional search tree that grows from the initial and final configurations simultaneously under the guidance of a mixed strategy for both global exploration and local optimization. The usefulness of our approach is demonstrated through experiments with a variety of motion data including box moving, basketball, and breakdance data. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
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《Computer Animation and Virtual Worlds》2017,28(3-4)
Statistical model‐based motion synthesis enables the constrained generation of natural human motions. In this paper, we present a combination of statistical model‐based motion synthesis with a motion retrieval method. We fit a statistical motion model to the low‐dimensional latent space obtained by applying principal component analysis to a functional representation of example motion data. In order to accelerate the synthesis, we construct a space partitioning tree on a dense set of samples from the model projected into a feature space. At run‐time, the tree is traversed based on an objective function to find the best sample fitting user‐defined constraints. After finding a good initial guess, we apply numerical optimization to reach constraints exactly. We evaluated the accuracy and efficiency of the search in the tree using different space partitioning methods on synthetic and motion capture data. In our experiments, the most stable and accurate search results were achieved using the k‐Means++ algorithm for the tree construction. 相似文献
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角色动画一直是计算机动画和虚拟现实领域的重要研究内容之一.近年来,随着3D游戏动漫以及电影特效制作产业的蓬勃发展,角色动画对物理真实性的要求日益迫切,基于物理的角色动画合成受到了研究者们越来越多的关注,催生了许多新方法与新技术.该研究问题的核心是人体运动合成方法,其旨在驱动虚拟角色运动,生成满足物理运动规律的动画.重点围绕角色动画合成方法的研究进展进行介绍.首先在对国内外研究工作全面分析与总结的基础上,根据关节力矩的计算方式不同将其分为7类:时空约束法、约束动力学优化法、低维模型法、有限状态机、数据驱动法、动力学过滤法、概率模型法,详细阐述每一类方法的原理及特点后,重点介绍每类方法中近期出现的新工作.其次,对上述各类方法的优缺点进行对照分析.最后,结合实际应用需求,针对目前工作中存在的不足,提出一些可继续深入研究的问题. 相似文献
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《Computer Animation and Virtual Worlds》2018,29(3-4)
We propose a motion‐field‐based data‐driven approach that animates static hair models from a set of precomputed motion data. We first sample a motion sequence to construct a motion database from physics‐based hair simulation data or dynamic hair capture data. We also define the preliminary definitions of motion states and construct a motion field for this motion database. Finally, we generate a sequence of target hairstyle from the input motion field by strand correspondence and motion control. Experimental results show that our approach achieves comparable quality with physics‐based methods but in orders of magnitude faster performance. 相似文献
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We present a points‐based user interface for character posing. In our method, users insert a number of three‐dimensional (3D) points in a virtual environment. The system performs a linear search of a motion capture database for the best matched pose and then places the pose immediately in the virtual environment to be overlapped with the input points. For a fast and precise distance computation between the input points and the example poses from the database, we developed a closed‐form solution of the 3D points registration problem. To demonstrate the easiness and usability of our approach, we built a motion database including various kinds of human motion and conducted a user study of character posing tasks with non‐expert users. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
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Pengfei Liu Yang Zhou Xilei Wei Qizhong Su Weipeng Song Qilong Kou Xiaogang Jin 《Computer Animation and Virtual Worlds》2023,34(3-4):e2170
Character hit reaction is an inherent component in game development. Natural hit reactions in games are typically achieved through the use of artist-created hit animations and motion capture. To improve the realism of impact reactions, game developers combine physics simulation with distinct hit animations based on character statuses. However, there is currently no method that can automatically produce hit reactions based on hit information in game development. To this end, we propose a physics-driven inverse kinematic method for generating character reaction animations. We postulate that a character's hit reactions are the result of an assault impulse spreading throughout the body and forcing the body to move. Five IK (inverse kinematics) solvers are used to control character poses. Each IK solver is used to control the movement of a different part of the body. The IK solvers, which are used to determine the positions of various bodily parts, are driven by unconstrained physics simulation. Furthermore, physics simulation with constraints is used to fine-tune the character's movements. Experiment results show that our method outperforms Unreal Engine-based hit animation and physics simulation. 相似文献
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Stitching different character motions is one of the most commonly used techniques as it allows the user to make new animations that fit one's purpose from pieces of motion. However, current motion stitching methods often produce unnatural motion with foot sliding artefacts, depending on the performance of the interpolation. In this paper, we propose a novel motion stitching technique based on a recurrent motion refiner (RMR) that connects discontinuous locomotions into a single natural locomotion. Our model receives different locomotions as input, in which the root of the last pose of the previous motion and that of the first pose of the next motion are aligned. During runtime, the model slides through the sequence, editing frames window by window to output a smoothly connected animation. Our model consists of a two-layer recurrent network that comes between a simple encoder and decoder. To train this network, we created a sufficient number of paired data with a newly designed data generation. This process employs a K-nearest neighbour search that explores a predefined motion database to create the corresponding input to the ground truth. Once trained, the suggested model can connect various lengths of locomotion sequences into a single natural locomotion. 相似文献