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1.
A Dynamic Motion Control Technique for Human-like Articulated Figures   总被引:1,自引:0,他引:1  
This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method generates dynamically changing motion in response to the physical input. We have introduced comfort and balance control to compute the angular acceleration of the figure's joints. Our algorithm controls the several parts of a human-like articulated figure separetely through the minimum number of degrees-of-freedom. Using this approach, our algorithm simulates realistic human motions at efficient computational cost. Unlike existing dynamic simulation systems, our method assumes that input motion is already realistic, and is aimed at dynamically changing the input motion in real-time only when unexpected physical input is applied to the figure. As such, our method works efficiently in the framework of current computer games.  相似文献   

2.
Natural motion animation through constraining and deconstraining at will   总被引:1,自引:0,他引:1  
This paper presents a computational technique for creating whole-body motions of human and animal characters without reference motion. Our work enables animators to generate a natural motion by dragging a link to an arbitrary position with any number of links pinned in the global frame, as well as other constraints such as desired joint angles and joint motion ranges. The method leads to an intuitive pin-and-drag interface where the user can generate whole-body motions by simply switching on or off or strengthening or weakening the constraints. This work is based on a new interactive inverse kinematics technique that allows more flexible attachment of pins and various types of constraints. Editing or retargeting captured motion requires only a small modification to the original method, although it can also create natural motions from scratch. We demonstrate the usefulness and advantage of our method with a number of example motion clips.  相似文献   

3.
This paper proposes a novel method to control virtual characters in dynamic environments. A virtual character is animated by a locomotion and jumping engine, enabling production of continuous parameterized motions. At any time during runtime, flat obstacles (e.g. a puddle of water) can be created and placed in front of a character. The method first decides whether the character is able to get around or jump over the obstacle. Then the motion parameters are accordingly modified. The transition from locomotion to jump is performed with an improved motion blending technique. While traditional blending approaches let the user choose the transition time and duration manually, our approach automatically controls transitions between motion patterns whose parameters are not known in advance. In addition, according to the animation context, blending operations are executed during a precise period of time to preserve specific physical properties. This ensures coherent movements over the parameter space of the original input motions. The initial locomotion type and speed are smoothly varied with respect to the required jump type and length. This variation is carefully computed in order to place the take-off foot as close to the created obstacle as possible. Electronic supplementary material Supplementary material is available in the online version of this article at and is accessible for authorized users.  相似文献   

4.
Near-Real-Time Control of Human Figure Models   总被引:1,自引:0,他引:1  
Animating human figures is one of the major problems in computer animation. A recent approach is the use of dynamic analysis to compute the movement of a human figure, given the forces and torques operating within and upon the body. One of the problems with this technique is computing the forces and torques required for particular motions; this has been called the control problem of dynamic analysis. To develop a better understanding of this problem, an interactive interface to a dynamics package has been produced. This interface, along with a collection of low-level motion processes, can be used to control the motion of a human figure model. This article describes both the user interface and the motion processes, along with our experiences with this approach.  相似文献   

5.
This paper presents the design and performance of a body-machine-interface (BoMI) system, where a user controls a robotic 3D virtual wheelchair with the signals derived from his/her shoulder and elbow movements. BoMI promotes the perspective that system users should no longer be operators of the engineering design but should be an embedded part of the functional design. This BoMI system has real-time controllability of robotic devices based on user-specific dynamic body response signatures in high-density 52-channel sensor shirt. The BoMI system not only gives access to the user’s body signals, but also translates these signals from user’s body to the virtual reality device-control space. We have explored the efficiency of this BoMI system in a semi-cylinderic 3D virtual reality system. Experimental studies are conducted to demonstrate, how this transformation of human body signals of multiple degrees of freedom, controls a robotic wheelchair navigation task in a 3D virtual reality environment. We have also presented how machine learning can enhance the interface to adapt towards the degree of freedoms of human body by correcting the errors performed by the user.  相似文献   

6.
In this paper, we present our approach towards designing and implementing a virtual 3D sound sculpting interface that creates audiovisual results using hand motions in real time. In the interface “Virtual Pottery,” we use the metaphor of pottery creation in order to adopt the natural hand motions to 3D spatial sculpting. Users can create their own pottery pieces by changing the position of their hands in real time, and also generate 3D sound sculptures based on pre-existing rules of music composition. The interface of Virtual Pottery can be categorized by shape design and camera sensing type. This paper describes how we developed the two versions of Virtual Pottery and implemented the technical aspects of the interfaces. Additionally, we investigate the ways of translating hand motions into musical sound. The accuracy of the detection of hand motions is crucial for translating natural hand motions into virtual reality. According to the results of preliminary evaluations, the accuracy of both motion-capture tracking system and portable depth sensing camera is as high as the actual data. We carried out user studies, which took into account information about the two exhibitions along with the various ages of users. Overall, Virtual Pottery serves as a bridge between the virtual environment and traditional art practices, with the consequence that it can lead to the cultivation of the deep potential of virtual musical instruments and future art education programs.  相似文献   

7.
This paper focuses on multiplayer cooperative interaction in a shared haptic environment based on a local area network. Decoupled motion control, which allows one user to manipulate a haptic interface to control only one‐dimensional movement of an avatar, is presented as a new type haptic‐based cooperation among multiple users. Users respectively move an avatar along one coordinate axis so that the motion of the avatar is the synthesis of movements along all axes. It is different from previous haptic cooperation where all users can apply forces on an avatar along any direction to move it, the motion of which completely depends on the resultant force. A novel concept of movement feedback is put forward where one user can sense other users’ hand motions through his or her own haptic interface. The concept can also be explained wherein one person who is required to move a virtual object along only one axis can also feel the motions of the virtual object along other axes. Movement feedback, which is a feeling of motion, differs from force feedback, such as gravity, collision force and resistance. A spring‐damper force model is proposed for the computation of motion feedback to implement movement transmission among users through haptic devices. Experimental results validate that movement feedback is beneficial for performance enhancement of such kind of haptic‐based cooperation, and the effect of movement feedback in performance improvement is also evaluated by all subjects.Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

8.
Motion recognition is a topic in software engineering and dialect innovation with a goal of interpreting human signals through mathematical algorithm. Hand gesture is a strategy for nonverbal communication for individuals as it expresses more liberally than body parts. Hand gesture acknowledgment has more prominent significance in planning a proficient human computer interaction framework, utilizing signals as a characteristic interface favorable to circumstance of movements. Regardless, the distinguishing proof and acknowledgment of posture, gait, proxemics and human behaviors is furthermore the subject of motion to appreciate human nonverbal communication, thus building a richer bridge between machines and humans than primitive text user interfaces or even graphical user interfaces, which still limits the majority of input to electronics gadget. In this paper, a study on various motion recognition methodologies is given specific accentuation on available motions. A survey on hand posture and gesture is clarified with a detailed comparative analysis of hidden Markov model approach with other classifier techniques. Difficulties and future investigation bearing are also examined.  相似文献   

9.
This paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Experimental results obtained from the interface applied to virtual object manipulation showed that the proposed method generates animation naturally, just as users would expect. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use.  相似文献   

10.
Juggling, which uses both hands to keep several objects in the air at once, is admired by anyone who sees it. However, skillful real‐world juggling requires long, hard practice. Therefore, we propose an interesting method to enable anyone to juggle skillfully in the virtual world. In the real world, the human motion has to follow the motion of the moving objects; in the virtual world, the objects' motion can be adjusted together with the human motion. By using this freedom, we have generated a juggling avatar that can follow the user's motion. The user simply makes juggling‐like motions in front of a motion sensor. Our system then searches for juggling motions that closely match the user's motions and connects them smoothly. We then generate moving objects that both satisfy the laws of physics and are synchronized with the synthesized motion of the avatar. In this way, we can generate a variety of juggling animations by an avatar in real time. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

11.
王忆源  陈福民 《计算机应用》2005,25(8):1951-1953
在虚拟现实中,采用运动捕获系统建立基本运动库,然后通过运动编辑技术对基本运动进行处理。运动混合技术是编辑技术中最为实用也最为复杂的一种。提出了基于运动混合的实时同步算法,以便更好地动态混合运动,避免产生未预期的效果,以创建复杂的虚拟动画。  相似文献   

12.
为了实现3维人体运动的有效合成,提出了一种基于非线性流形学习的3维人体运动合成框架及算法,并可应用于方便、快捷、用户可控的3维人体运动合成。该合成算法框架先采用非线性流形降维方法将高维运动样本映射到低维流形上,同时求解其本征运动语义参数空间的表达,然后将用户在低维运动语义参数空间中交互生成的样本通过逆向映射重建得到具有新运动语义特征的3维运动序列。实验结果表明该方法不仅能够对运动物理参数(如特定关节的运动位置、物理运动特征)进行较为精确的控制,还可用于合成具有高层运动语义(运动风格)的新运动数据。与现有运动合成方法比较,该方法具有用户可控、交互性强等优点,能够应用于常见3维人体运动数据的高效生成。  相似文献   

13.
In this paper, we propose an interactive character motion control interface that uses hands. Using their hands and fingers, the user can control a large number of degrees of freedom at the same time. We applied principal component analysis to a set of sample poses and assigned the extracted principal components to each degree of freedom of the hands (such as the hand positions and finger bending/extending angles). The user can control the blending weights of the principal components and deform the character's pose by moving their hands and bending/extending their fingers. We introduced pose and action controls, so that we can alter the standing pose and perform various actions with deformations. So that various types of actions were possible, we constructed a number of action models in advance. We introduced action model selection and action execution mechanisms. We developed methods for computing the feature vector, for applying principal component analysis, and for pose and action synthesis. In addition, we introduced a pose transition method for performing a step motion when necessary to prevent foot sliding. We present our experimental results and demonstrate the effectiveness of our interface. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

14.
基于Java 3D的虚拟人仿真方法   总被引:1,自引:0,他引:1  
李倩  吉晓民  王明亮 《计算机应用》2010,30(11):3084-3086
提出一种将3DS MAX、MS3D与Java 3D编程技术相结合的虚拟人仿真方法,可使虚拟人达到相对逼真且交互性强的效果。该方法首先采用3DS MAX角色动画技术进行人体静态建模和动作建模;然后通过将底层基本动作片段转化为MS3D格式,供Java 3D的骨骼动画模型接口调用;最后利用Java 3D编程来控制虚拟人的高层行为活动。该方法有利于角色建模、运动仿真和行为控制等设计工作的分工协作,适合于网络环境下多角色、复杂动作的虚拟人仿真。  相似文献   

15.
For a long time, robot assembly programming has been produced in two environments: on-line and off-line. On-line robot programming uses the actual robot for the experiments performing a given task; off-line robot programming develops a robot program in either an autonomous system with a high-level task planner and simulation or a 2D graphical user interface linked to other system components. This paper presents a whole hand interface for more easily performing robotic assembly tasks in the virtual tenvironment. The interface is composed of both static hand shapes (states) and continuous hand motions (modes). Hand shapes are recognized as discrete states that trigger the control signals and commands, and hand motions are mapped to the movements of a selected instance in real-time assembly. Hand postures are also used for specifying the alignment constraints and axis mapping of the hand-part coordinates. The basic virtual-hand functions are constructed through the states and modes developing the robotic assembly program. The assembling motion of the object is guided by the user immersed in the environment to a path such that no collisions will occur. The fine motion in controlling the contact and ending position/orientation is handled automatically by the system using prior knowledge of the parts and assembly reasoning. One assembly programming case using this interface is described in detail in the paper.  相似文献   

16.
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   

17.
Morphing is an important technique for the generation of special effects in computer animation. However, an analogous technique has not yet been applied to the increasingly prevalent animation representation, i.e. 3D mesh sequences. In this paper, a technique for morphing between two mesh sequences is proposed to simultaneously blend motions and interpolate shapes. Based on all possible combinations of the motions and geometries, a universal framework is proposed to recreate various plausible mesh sequences. To enable a universal framework, we design a skeleton‐driven cage‐based deformation transfer scheme which can account for motion blending and geometry interpolation. To establish one‐to‐one correspondence for interpolating between two mesh sequences, a hybrid cross‐parameterization scheme that fully utilizes the skeleton‐driven cage control structure and adapts user‐specified joint‐like markers, is introduced. The experimental results demonstrate that the framework, not only accomplishes mesh sequence morphing, but also is suitable for a wide range of applications such as deformation transfer, motion blending or transition and dynamic shape interpolation.  相似文献   

18.
We propose 2D stick figures as a unified medium for visualizing and searching for human motion data. The stick figures can express a wide range or human motion, and they are easy to be drawn by people without any professional training. In our interface, the user can browse overall motion by viewing the stick figure images generated from the database and retrieve them directly by using sketched stick figures as an input query. We started with a preliminary survey to observe how people draw stick figures. Based on the rules observed from the user study, we developed an algorithm converting motion data to a sequence of stick figures. The feature‐based comparison method between the stick figures provides an interactive and progressive search for the users. They assist the user's sketching by showing the current retrieval result at each stroke. We demonstrate the utility of the system with a user study, in which the participants retrieved example motion segments from the database with 102 motion files by using our interface.  相似文献   

19.
针对传统人体微多普勒信号仿真算法适应模型简单、与人体相似度不高的问题,提出了一种基于运动捕获文件的仿真方法。该方法从运动捕获文件中获得各关节点的位置随时间的变化,根据关节点的相对位置建立由12个椭球体组成的人体三维模型,并根据此模型仿真RCS回波。此方法所建模型与实际人体外形相似度高,可对任意运动模式的人体雷达回波进行仿真。仿真结果验证了所提算法的正确性。  相似文献   

20.
运动相似性度量是基于运动图的人体运动合成技术的关键.现有方法主要使用运动捕捉数据姿态数值特征进行相似性度量与合成控制,很难处理语义描述上同类型运动数据集中的不同运动实现版本间的时间与空间特征分布变化的问题.提出了引入用户语义控制来改进基于运动图的人体运动合成方法.使用关系特征作为高层语义描述,刻画同类型运动的空间变化特征;通过自学习过程,获得运动类模板,作为同类型运动的空-时特征语义描述;通过将运动类模板数据与人体运动序列文件进行匹配,实现运动类型识别和自动语义信息标注;借助关系特征语义描述及运动序列文件的语义标注信息,实现在基于运动图的运动合成中引入用户直观的高层语义控制.运动合成实验结果显示了该方法的有效性,为获得高质量人体运动合成数据提供途径.  相似文献   

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