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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
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基于国标人体测量学数据的虚拟人缩放方法 总被引:1,自引:0,他引:1
具有准确人体测量学数据的虚拟人模型在虚拟制造和虚拟维修领域有重要的理论和现实意义。此外,根据某些人体测量学数据,参照典型的人体模型生成特定的虚拟人,即实现人体模型的参数化控制,对于合理地进行人机功效分析也有重要的应用价值。该文在分析我国成年人体测量学数据标准的基础上,通过研究Jack软件中人体模型表示方法和人体测量学数据之间的映射关系,提出了一种基于人体测量学数据的人体模型动态缩放方法。利用该方法在Jack软件中建立了基于国标人体测量学数据的人体模型动态缩放子系统。 相似文献
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1引言 真实感虚拟人的建模是计算机图形学领域中最具挑战性的工作之一.自七十年代以来,人体建模的计算模型出现了包括从杆状模型、简单的多边形模型到曲面模型甚至有限元模型,生成的3D人物在虚拟现实系统、视频游戏、电影和电视广告中得到了广泛的应用.虽然研究人员在表示和变形虚拟人体形状已取得了很大进展,但人体的逼真动画还没有取得较为满意的结果,其中一个最主要的挑战在于:人体运动时皮肤的自动与真实的变形.对于逼真人体的实时变形模拟,国内外的研究相对较少,随着计算机硬件的飞速发展,虚拟社区、虚拟战场等实时分布式虚拟现实技术的应用需求的不断增加,需要虚拟人不仅具有非常强的真实感,而且能够实时地做出各种动作和姿态.这就为虚拟人建模提出了更高的要求. 相似文献
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运动状态下虚拟人全身皮肤实时变形方法 总被引:2,自引:0,他引:2
完善了已有的广义交叉截面法,针对人体全身各处的特点提出了多种灵活有效的截面分组方法,实现了人体运动状态下的全身皮肤实时变形;同时结合插值方法,进一步提高肩关节、髋关节等运动幅度较大部位的皮肤变形效果.该方法适用于任意皮肤网格组织方式的虚拟人模型,能够在人体各种运动状态下实时生成逼真的全身皮肤运动变形. 相似文献
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手部运动计算机仿真的实现 总被引:1,自引:0,他引:1
根据手部自身的物理特性和生理特性,采用分层技术,严格按照手部解剖学,先建立其骨骼模型,在此基础上形成肌肉模型,最后在肌肉模型上附加一层皮肤。这样,骨骼运动引起肌肉的变形,随着皮肤也跟着发生相应的变化,使虚拟手模型无论从形状上还是运动上都能达到更高程度的逼真效果。 相似文献
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Y.M. Tang 《Computer aided design》2007,39(7):583-597
Anatomical human models are usually divided into layers including skin, muscle and skeleton. In spite of the realistic animation of the models that can be achieved, and the realistic appearance of the model determined by the underlying muscles and skeleton, the role of tendons in determining the deformation of skin surface has not been well addressed.This paper presents an approach for modeling human foot tendons and determines their influence on the skin layer deformation. Our goal is to model deformation of the tendons such that a realistic foot simulation can be obtained. An anatomical foot model including skin, muscle, tendon and skeleton layers is adopted. The appearance of the skin layer is determined based on the underlying layers. To allow interactive deformation of the tendon models, the axial deformation technique is adopted. Given the position of the foot and the basis function, the position of the data points that control the axial curve is updated. To allow more accurate computation of the data point positions, a method that estimates the basis function based on real data obtained from foot images is also presented. Experimental results showed that the axial deformation technique can model deformation of the foot tendons with satisfactory visual realism. With the tendon deformation, the visual realism on the skin deformation is also enhanced. 相似文献
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The general trend in character modeling is toward the personalization of models with higher levels of visual realism. This
becomes possible with the development of commodity computation resources that are capable of processing massive data in parallel
across multiple processors. On the other hand, there is always a trade-off between the quantity of the model features that
are simulated and the plausibility of the visual realism because of the limited computation resources. Also, to keep the resources’
to be used efficiently within the other modeling approaches such as skin reflectance, aging, animation, etc., one must consider
the efficiency of the method being used in the simulation. In this paper, we present an efficient method to customize the
size of a human body model to personalize it with industry standard parameters. One of the major contributions of this method
is that it is possible to generate a range of different size body models by using anthropometry surveys. This process is not
limited by data-driven mesh deformation but also adapts the skeleton and motion to keep the consistency between different
body layers. 相似文献
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The modeling and simulation of deformable objects is a challenging topic in the field of haptic rendering between human and virtual environment. In this paper, a novel and efficient layered rhombus-chain-connected haptic deformation model based on physics is proposed for an excellent haptic rendering. During the modeling, the accumulation of relative displacements in each chain structure unit in each layer is equal to the deformation on the virtual object surface, and the resultant force of corresponding springs is equivalent to the external force. The layered rhombus-chain-connected model is convenient and fast to calculate, and can satisfy real-time requirement due to its simplicity. Experimental study in both homogenous and non-homogenous virtual human liver and lungs based on the proposed model are conducted, and the results demonstrate that our model provides stable and realistic haptic feeling in real time. Meanwhile, the display result is vivid. 相似文献
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张宏铭 《数字社区&智能家居》2008,3(12):1741-1744
常用的个性化三维人体建模方法存在数据量大,处理过程复杂,不适合Web应用的不足,该文提出一种新的快速进行三维人体建模的方法,该方法根据人体测量学和人体解剖学原理,结合人体表面特征点和特征线分布规律,应用超椭圆仿真人体各截面、采用层次参数驱动设计思想,实现快速创建个性化三维人体模型。该方法具有满足实时要求、交互参数少,易于控制,误差小、模型真实感强等优点,并可以准确地提供骨骼关节点和人体特征点.适于三维仿真形象动态设计、人体运动模拟和虚拟服装试衣等多种应用。 相似文献
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Jong‐Hyuk Kim Jung‐Ju Choi Christoph M. Hoffmann 《Computer Animation and Virtual Worlds》2011,22(6):511-518
We present a technique to parameterize skin deformation by skeletal motion and to transfer the deformation style from one character to another. We decompose skin deformation into time‐varying signals and basis matrices by using dimension reduction techniques and then approximate the time‐varying signals by using radial basis functions with respect to joint angles that define skeletal motion. This decomposition reduces the size of deformation data to a small number of time‐varying signals that represent the complex role of muscle action. The subsequent parameterization yields a fast and intuitive control of characters; thus, it allows us to construct faithful skin deformations quickly as skeletal bones move. The representation of our parameterization allows us to capture and transfer a derived deformation style to another skeleton–skin structure without considering the input dimension of the deformation data. This style transfer can be used as a basis for realistically animating variants of sample characters that have the same skeletal topology. Parameterization of skin deformation and its style transfer can be performed within a small amount of error once the preprocessing time and control of the deformation is carried out in real time by our graphics processing unit implementation. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献