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1.
人体运动路径的编辑算法   总被引:1,自引:0,他引:1  
对现有的路径编辑方法进行了较大改进,将运动自动简化技术引入到传统的时空优化方法中,同时将物理约束引入到传统的路径变换方法,保证了优化过程的快速收敛和结果运动的物理真实性.算法框架包括模型简化、运动简化、路径编辑、运动合成和运动复原等5个部分.实验结果表明,该算法能够将人体运动从原始路径上成功地映射到新路径上.  相似文献   

2.
多角色与虚拟场景的运动融合   总被引:1,自引:0,他引:1       下载免费PDF全文
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   

3.
    
Communicative behaviors are a very important aspect of human behavior and deserve special attention when simulating groups and crowds of virtual pedestrians. Previous approaches have tended to focus on generating believable gestures for individual characters and talker‐listener behaviors for static groups. In this paper, we consider the problem of creating rich and varied conversational behaviors for data‐driven animation of walking and jogging characters. We captured ground truth data of participants conversing in pairs while walking and jogging. Our stylized splicing method takes as input a motion captured standing gesture performance and a set of looped full body locomotion clips. Guided by the ground truth metrics, we perform stylized splicing and synchronization of gesture with locomotion to produce natural conversations of characters in motion. Copyright © 2016 John Wiley & Sons, Ltd.  相似文献   

4.
    
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   

5.
    
This paper surveys the set of techniques developed in computer graphics for animating human walking. First we focus on the evolution from purely kinematic ‘knowledge‐based’ methods to approaches that incorporate dynamic constraints or use dynamic simulations to generate motion. Then we review the recent advances in motion editing that enable the control of complex animations by interactively blending and tuning synthetic or captured motions. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

6.
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   

7.
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   

8.
人体运动捕获数据作为一种新型的多媒体数据,因其高度的逼真性,已经在多个领域得到了广泛的应用。但运动捕获设备的高昂价格导致运动捕获数据使用的成本过高,所以运动重用技术就成为解决这一问题的有效手段。可是运动捕获数据复杂的结构和特性给运动重用带来了很大的挑战,尽管已经过多年的研究,但仍然有很多尚未解决的问题,需要研究人员更多的关注和研究投入。本文针对运动重用过程中各个环节的重要技术,从研究的意义、问题的难点、现有方法思路及使用的模型等多个角度进行了介绍,并针对一些具有代表性的方法做了较为详细的描述。最后总结了现有运动捕获数据重用技术的研究进展,展望了未来的发展趋势。本文旨在引起人们对该领域的深入思考,并为以后的研究提供有价值的参考。  相似文献   

9.
从运动捕获数据中提取关键帧   总被引:16,自引:5,他引:16  
在四元数表示下导出了两个旋转之间差异的一种简单形式,将人体各关节上总的旋转变化作为帧间距,设计了一种从运动捕获数据中提取关键帧的高效算法,通过向量的线性插值和四元数的球面线性插值重建了原始动画。实验表明,该算法具有很好的数据压缩效果,而且提取出的关键帧在视觉上对原始动画具有概括力。  相似文献   

10.
    
This paper presents a novel recurrent neural network-based method to construct a latent motion manifold that can represent a wide range of human motions in a long sequence. We introduce several new components to increase the spatial and temporal coverage in motion space while retaining the details of motion capture data. These include new regularization terms for the motion manifold, combination of two complementary decoders for predicting joint rotations and joint velocities and the addition of the forward kinematics layer to consider both joint rotation and position errors. In addition, we propose a set of loss terms that improve the overall quality of the motion manifold from various aspects, such as the capability of reconstructing not only the motion but also the latent manifold vector, and the naturalness of the motion through adversarial loss. These components contribute to creating compact and versatile motion manifold that allows for creating new motions by performing random sampling and algebraic operations, such as interpolation and analogy, in the latent motion manifold.  相似文献   

11.
    
In this paper, we make two contributions. The first is to propose a new keyframe extraction algorithm, which reduces the keyframe redundancy and reduces the motion sequence reconstruction error. Secondly, a new motion sequence reconstruction method is proposed, which further reduces the error of motion sequence reconstruction. Specifically, we treated the input motion sequence as curves, then the binomial fitting was extended to obtain the points where the slope changes dramatically in the vicinity. Then we took these points as inputs to obtain keyframes by density clustering. Finally, the motion curves were segmented by keyframes and the segmented curves were fitted by binomial formula again to obtain the binomial parameters for motion reconstruction. Experiments show that our methods outperform existing techniques, in terms of reconstruction error.  相似文献   

12.
介绍了一种不需要人工干预的运动融合方法,提出了基于关节运动规律的运动周期判别方法。通过分析运动捕获数据,计算双膝与臀部节点连线夹角的变化来确定运动周期,然后再进行时空变形、插值与约束重建,从而生成高质量的运动融合动画。实验结果表明本算法能够准确的计算出运动周期,并且使约束后的融合动作更加真实。  相似文献   

13.
    
In this paper, we introduce an approach to high‐level parameterisation of captured mesh sequences of actor performance for real‐time interactive animation control. High‐level parametric control is achieved by non‐linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example, walking speed is parameterised by blending fast and slow walk sequences. A hybrid non‐linear mesh sequence blending approach is introduced to approximate the natural deformation of non‐linear interpolation techniques whilst maintaining the real‐time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real‐time approximation of offline non‐linear deformation. An evaluation of the approach shows good performance not only for entire meshes but also with specific mesh areas. Results are presented for single and multi‐dimensional parametric control of walking (speed/direction), jumping (height/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real‐time control of high‐level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

14.
基于动作单元分析的人体动画合成方法研究   总被引:4,自引:0,他引:4       下载免费PDF全文
从运动捕获数据中提取出反映人体运动规律的基本动作单元,合成新的人体动画已成为研究热点.但已有动作单元提取方法忽略了运动序列的时序性和不同关节之间的运动相关性.针对该问题,提出了一种新的基本动作单元提取方法,首先,采用PCA方法对高维人体运动数据进行降维分析,并采用马氏距离平方度量姿态间的相似性;其次,结合动态时间归整方法和误差平方和准则对时序运动序列进行自动切分和标注;最后,建立不同动作单元之间的概率转移模型构建运动图,并根据约束条件合成新的逼真人体动画.  相似文献   

15.
目的 从运动捕捉数据中直接检测足迹非常困难。目前,已有的方法不能在无人工交互条件下实现对任意平地运动数据的足迹自动检测,为此提出一种基于谱聚类的足迹自动检测方法,可应用于任意角色的平地运动。方法 首先,提取角色的脚部运动特征并表示为样本。然后,分析样本模长的变化规律并自适应计算谱聚类参数。最后,使用谱聚类方法检测出足迹帧。结果 实验应用于混合运动数据集后,足迹检测的准确性良好,检测的整体准确率可达98.72%。结论 对实验结果的分析以及与基准线法的比较,证明了本文方法的普适性和有效性。  相似文献   

16.
基于视频的人体动画   总被引:14,自引:0,他引:14  
现有的基于运动捕获的动画普遍存在投资大,人体的运动受到捕获设备限制等缺陷。提出了新的基于视频的人体动画技术,首先从视频中捕获人体运动,然后将编辑处理后的运动重定向到动画角色,产生满足动画师要求的动画片段。对其中的运动捕获、运动编辑和运动重定向等关键技术进行了深入研究,并基于这些关键技术开发了一个基于双像机的视频动画系统(VBHA),系统运行结果表明了从来源广、成本低的视频中捕获运动,并经过运动编辑和运动重定向后生成逼真动画的可行性。  相似文献   

17.
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   

18.
全过程计算机辅助自动生成动画技术由中科院陆汝钤院士于上世纪90年代提出,这一技术的目标是将适当的故事以受限自然语言的方式输入计算机,由开始一直到动画的生成,每一步都是在计算机的辅助下完成.在动画生成过程中,如何规划运动对象路径是影响动画效果的重要因素.为此,提出基于动画场景规划信息的路径规划方法,该方法通过预定义的路径定性规划语言PADL描述规划需求,然后通过利用扩展的A*算法规划路径并生成路径定量规划语言PCAL描述的路径,最后采用运动图方法合成路径运动动画.实验表明,该方法能有效地自动生成符合指定要求的路径动画.  相似文献   

19.
    
By starting with the assumption that motion is fundamentally a decision making problem, we use the world-line concept from Special Relativity as the inspiration for a novel multi-agent path planning method. We have identified a particular set of problems that have so far been overlooked by previous works. We present our solution for the global path planning problem for each agent and ensure smooth local collision avoidance for each pair of agents in the scene. We accomplish this by modelling the collision-free trajectories of the agents through 2D space and time as rods in 3D. We obtain smooth trajectories by solving a non-linear optimization problem with a quasi-Newton interior point solver, initializing the solver with a non-intersecting configuration from a modified Dijkstra's algorithm. This space–time formulation allows us to simulate previously ignored phenomena such as highly heterogeneous interactions in very constrained environments. It also provides a solution for scenes with unnaturally symmetric agent alignments without the need for jittering agent positions or velocities.  相似文献   

20.
    
Humans use their bodies in a highly expressive way during conversation, and animated characters that lack this form of non‐verbal expression can seem stiff and unemotional. An important aspect of non‐verbal expression is that people respond to each other's behavior and are highly attuned to picking up this type of response. This is particularly important for the feedback given while listening to some one speak. However, automatically generating this type of behavior is difficult as it is highly complex and subtle. This paper takes a data driven approach to generating interactive social behavior. Listening behavior is motion captured, together with the audio being listened to. These data are used to learn an animation model of the responses of one person to the other. This allows us to create characters that respond in real‐time during a conversation with a real human. Copyright ? 2008 John Wiley & Sons, Ltd.  相似文献   

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