首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到19条相似文献,搜索用时 171 毫秒
1.
用于动态序列合成的运动纹理模型   总被引:1,自引:0,他引:1  
提出了一种新的用于动态序列合成的分层统计模型——运动纹理模型.该模型使用统计方法自动分析动态序列,可以合成与原始样本数据统计特性相同的新的动态序列.运动纹理模型是一个两层模型.其中包含的两层分别为基元层和基元分布层.模型中用线性动态系统来表示单个基元.而对基元的统计分布则由相关转移矩阵来描述.该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,并描述了如何用运动纹理模型自动合成动态序列的过程.该文通过使用运动纹理模型合成舞蹈动作和视频序列的一些实验验证了该模型的有效性.  相似文献   

2.
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   

3.
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   

4.
一种具有逼真效果的虚拟人动画生成方法   总被引:1,自引:0,他引:1  
雷涛  罗维薇  王毅 《计算机应用研究》2012,29(10):3983-3986
针对传统的虚拟人动画逼真度低、动画生成复杂、且动画存在飘移现象的问题,提出了一种基于视频关键帧获取运动数据的虚拟人动画生成方法。首先利用线性混合蒙皮算法建立了新的人体几何模型;其次利用正向运动学方法驱动虚拟人的骨骼模型,并利用平移补偿原则消除虚拟人运动中的飘移现象;最终实现了基于双目正交视觉获取关节运动参数的虚拟人动画。实验结果表明,新方法能逼真地模拟真实人体动作,且方法易于实现、实用性强。  相似文献   

5.
姚旭东 《计算机仿真》2010,27(6):225-229
虚拟人运动具有深远的理论价值及广阔的应用前景.但是因为运动形式多样导致动特性复杂,计算难度大,现有的虚拟人运动仿真系统很难同时保证仿真的实时性和真实性.根据快速发展的运动捕捉技术,为解决上述问题,采用一个虚拟人运动仿真系统.首先建立既计算简单又显示逼真的虚拟人模型,可根据运动捕捉数据对虚拟人模型进行仿真.实验结果表明,方法可以在保证时间复杂度的基础上逼真地运用运动捕捉数据驱动虚拟的运动.经实验证明,虚拟人运动仿真方法,可以应用于智能人机交互领域中.  相似文献   

6.
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   

7.
动态纹理是计算机视觉中的动态模型之一,在空间范围内具有统计平稳性,在时间维度上具有随机重复性。动态纹理合成的目标是生成与给定纹理在视觉上相似的图像。在进行动态纹理合成时,回归预测误差积累是导致纹理质量下降的一个关键问题。为此,本文提出一种基于自纠正机制的动态纹理合成模型。利用清晰度、结构相似性、光流等指标来确定优化数据范围,并找到优化极值点。通过自纠正机制,将原始数据替换为优化数据,并将优化数据用于回归预测。最后,利用卷积自编码器将预测数据重构为高维的动态纹理视频帧。在DynTex数据库上进行实验,并与几种典型的动态纹理合成模型进行比较。实验结果表明,用该模型合成的动态纹理视频帧与真实视频帧计算得到的MSE(Mean Square Error)数值更小,PSNR(Peak Signal to Noise Ratio)和SSIM(Structural SIMilarity)的数值更大。它解决了动态纹理合成中出现的残影、模糊、噪声等问题,从而能够生成视觉效果更好并且更长的动态纹理。同时,验证了所提出的建模方法的有效性。  相似文献   

8.
一种新的手势运动数据重定向方法   总被引:1,自引:0,他引:1  
提出了一种新的重新定向手势运动数据的方法.它把通过运动捕获设备捕获的手势数据重新定向到具有不同大小和比例的虚拟人模型上,从而生成与原运动含义相同且真实自然的动画.首先通过手势特征分析在人体上选择关键敏感点和次关键敏感点,然后利用提出的基于空间相对位置的方法确定重定向后敏感点的位置,最后采用改进的逆运动学方法实现了手势运动的重定向.实验表明,提出的方法使得中国手语合成系统的可懂度提高30%以上.  相似文献   

9.
一种基于国标人体测量学数据的虚拟人建模方法   总被引:2,自引:0,他引:2       下载免费PDF全文
针对目前利用国标人体测量学数据构建的虚拟人模型,只有单一的骨骼层或皮肤层,不便于同时对虚拟人进行实时运动控制和皮肤动态变形研究的问题,提出一种利用GB 10000-88的19个人体测量学特征数据、用3ds max构造出虚拟人的皮肤网格、层级建模方法构建出虚拟人的骨骼关节运动模型与四元数球面混合插值技术相结合的虚拟人建模方法。实验结果表明,该方法构建的虚拟人双层模型有利于对准确的国标人体测量学数据的虚拟人角色进行建模、皮肤逼真变形、实时运动仿真和人机工效学分析。  相似文献   

10.
虚拟人技术研究综述   总被引:7,自引:1,他引:6  
主要从虚拟人的几何表达、运动生成及控制这两个方面对虚拟人技术的研究进展作了一个比较全面的综述.针对目前已有方法存在的缺陷,提出了一种基于多刚体系统理论的虚拟人建模方法的思路与框架.  相似文献   

11.
4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost.  相似文献   

12.
We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments.  相似文献   

13.
Currently, many vision-based motion capture systems require passive markers attached to key locations on the human body. However, such systems are intrusive with limited application. The algorithm that we use for human motion capture in this paper is based on Markov random field (MRF) and dynamic graph cuts. It takes full account of the impact of 3D reconstruction error and integrates human motion capture and 3D reconstruction into MRF-MAP framework. For more accurate and robust performance, we extend our algorithm by incorporating color constraints into the pose estimation process. The advantages of incorporating color constraints are demonstrated by experimental results on several video sequences. Supported by the National Basic Research Program of China (Grant No. 2006CB303105)  相似文献   

14.
Motion planning is an important problem in character animation and interactive simulation. However, few planning methods have considered domain‐specific knowledge that governs the agent's behaviors, and none of them is capable of planning the interactive task in which the agent interacts with the objects in the virtual environment. This paper presents a novel method to plan the interactive task based on Q‐learning for intelligent characters. The approach can be described as a three‐phase framework: data preprocessing phase, controller learning phase, and motion‐synthesis phase. In the data preprocessing phase, we abstract the motion clips as high‐level behaviors and construct the interactive behavior graph (IBG) to define the interactive capabilities of the agent in terms of interactive features. For the controller training phase, with IBG, Q‐learning algorithm is employed to train the control policy in the discrete domain with interactive features. In the motion‐synthesis phase, the optimal motion sequences can be generated by following the policy to accomplish the interactive task finally. The experimental results demonstrate that the uniform framework can generate reasonable and realistic motion sequences to plan interactive task in complex environment. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

15.
多角色与虚拟场景的运动融合   总被引:1,自引:0,他引:1  
在基于运动捕获的计算机动画中,已提出的各种运动编辑的方法大都针对单个角色运动进行处理,而且角色的运动多数是事先规划好的,缺乏对外界环境变化的响应能力.为了提高角色对环境的感知、响应能力以及角色间的自主协同能力,提出将多个结构化环境下捕获的单角色运动融合到同一个非结构化虚拟环境下的"运动融合"的新概念和方法,并根据运动决策、运动协调、运动求解和运动执行的体系结构对运动规划、多角色协同、离散运动模式决策和连续运动姿势生成等关键问题进行了深入研究.实验结果表明,提出的方法能够真正有效地实现同一场景下角色与场景协调的运动融合.动画角色的高自主性和运动捕获数据的高重用性使得提出的方法在计算机动画和游戏中具有普遍的应用价值.  相似文献   

16.
Animated virtual human characters are a common feature in interactive graphical applications, such as computer and video games, online virtual worlds and simulations. Due to dynamic nature of such applications, character animation must be responsive and controllable in addition to looking as realistic and natural as possible. Though procedural and physics-based animation provide a great amount of control over motion, they still look too unnatural to be of use in all but a few specific scenarios, which is why interactive applications nowadays still rely mainly on recorded and hand-crafted motion clips. The challenge faced by animation system designers is to dynamically synthesize new, controllable motion by concatenating short motion segments into sequences of different actions or by parametrically blending clips that correspond to different variants of the same logical action. In this article, we provide an overview of research in the field of example-based motion synthesis for interactive applications. We present methods for automated creation of supporting data structures for motion synthesis and describe how they can be employed at run-time to generate motion that accurately accomplishes tasks specified by the AI or human user.  相似文献   

17.
18.
针对汽车座椅坐姿自动化装配过程存在人体动作干扰等因素,提出基于动作捕捉的汽车座椅坐姿自动化装配方法。结合视觉动态特征分析方法,进行汽车座椅坐姿自动化装配的动作图像采集,对采集的汽车座椅坐姿动作图像进行降噪处理,采用分区域特征匹配方法进行汽车座椅坐姿动作图像的模板特征匹配,提取汽车座椅坐姿动作图像的边缘轮廓特征量,结合模糊像素区域性融合技术实现对汽车座椅坐姿自动化装配过程中的动作捕捉,根据动作捕捉结果进行汽车座椅坐姿的动态调节,实现汽车座椅坐姿自动化装配优化。仿真结果表明,采用该方法进行汽车座椅坐姿动作捕捉的性较高,动态调节能力较好,提高了汽车座椅坐姿自动化装配水平。  相似文献   

19.
Tracking Multiple Moving Objects for Real-Time Robot Navigation   总被引:2,自引:0,他引:2  
This paper proposes a method for detecting and tracking the motion of a large number of dynamic objects in crowded environments, such as concourses in railway stations or airports, shopping malls, or convention centers. With this motion information, a mobile vehicle is able to navigate autonomously among moving obstacles, operating at higher speeds and using more informed locomotion strategies that perform better than simple reactive manoeuvering strategies. Unlike many of the methods for motion detection and tracking discussed in the literature, our approach is not based on visual imagery but uses 2D range data obtained using a laser rangefinder. The direct availability of range information contributes to the real-time performance of our approach, which is a primary goal of the project, since the purpose of the vehicle is the transport of humans in crowded areas. Motion detection and tracking of dynamic objects is done by constructing a sequence of temporal lattice maps. These capture the time-varying nature of the environment, and are denoted as time-stamp maps. A time-stamp map is a projection of range information obtained over a short interval of time (a scan) onto a two-dimensional grid, where each cell which coincides with a specific range value is assigned a time stamp. Based on this representation, we devised two algorithms for motion detection and motion tracking. The approach is very efficient, with a complete cycle involving both motion detection and tracking taking 6 ms on a Pentium 166 MHz. The system has been demonstrated on an intelligent wheelchair operating in railway stations and convention centers during rush hour.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号