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1.
人体骨骼动画技术是虚拟人物建模中的研究重点。在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。因此提出一种自动提取人体任意姿态网格模型骨架结构的方法。该方法首先利用模型各顶点间测地距离的几何关系自动识别人体位于四肢和头顶末端的5个特征点,再以特征点为起点生成等测地距离曲线族,利用等测地距离曲线将人体四肢和躯干区分开来,将这些相邻等测地线中心连接起来生成5条骨骼中心线,最后在中心线上根据中心夹角极小值及等测地距离曲线似圆率来确定人体关节的确切位置。实验结果表明,该算法能适应不同姿态的人体模型,计算结果准确性高,能完全自动实现关节点定位和骨骼提取。  相似文献   

2.
Rigging is a process for creating skeletons used to animate articulated characters. In conventional computer‐animation software, this process must be performed manually. Although several automatic rigging algorithms have been proposed, these methods still require user intervention. This paper proposes an automatic algorithm that generates an inverse kinematic skeleton for a character by locating an appropriate template skeleton on the extracted curve skeleton of the input 3D character model. After the curve skeleton is extracted, it is analyzed and classified into an appropriate category. The classification conditions are developed from the characteristics of each kind of real animal. We also develop an algorithm to extract the anatomical meaning of each skeleton segment. On the basis of the classification result, a suitable template skeleton is retrieved from the database. Each bone of the template skeleton can then be located on the appropriate skeleton segment of the input skeleton graph by using the extracted anatomical meanings. In contrast to previous methods, the algorithm does not require the input 3D character models to have certain poses or orientations. Moreover, all processes can be completed without user intervention. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

3.
Articulated character animation is typically performed by manually creating and rigging a skeleton into an unfolded 3D object. However, such tasks are not trivial, as they require a substantial amount of training and practices. Although automatic skeleton extraction methods have been proposed, they generally may not guarantee that the resulting skeleton can help produce desired animations according to user intention. In this paper, we present a sketching-based skeleton generation method suitable for use in the mobile environment. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D object, it estimates a skeleton for articulated character animation. In addition, we are currently developing a Web-based mobile platform to support mesh editing by a group of collaborative users and we depict the system architecture of such a platform. Results show that our method can produce better skeletons in terms of joint positions and topological structure.  相似文献   

4.
在虚拟角色仿真过程中,虚拟人物外观多样性很大程度上取决于角色模型本身的差 异性。而角色模型的差异性主要体现在两方面:模型的高矮胖瘦以及模型穿戴的头佩附件。为体 型各异的角色模型自动穿戴合适的附件可大大增强仿真的真实感。基于此问题,提出一种头佩附 件自动组合算法,首先为角色模型自动嵌入骨骼,其次为附件模型添加简单骨骼并选取骨骼的锚 点,再通过附件自动组合算法快速生成组合角色模型,最后通过嵌入的骨骼驱动该组合模型运动。 实验证明该方法简单快捷,能够为多样化的角色模型自动穿戴头佩附件,提高角色模型的多样化 程度。  相似文献   

5.
本文提出了一种对汉字作任意倍率放缩的算法。该算法先对印刷体汉字作细线化处理,抽取笔划特征点。然后,分割和提取笔划。任意倍率汉字生成是通过变换函数。改变特征点位置,再附加原探察到的笔划修饰来实现的。实验表明本算法是有效的。  相似文献   

6.
《Real》1997,3(6):415-432
Real-time motion capture plays a very important role in various applications, such as 3D interface for virtual reality systems, digital puppetry, and real-time character animation. In this paper we challenge the problem of estimating and recognizing the motion of articulated objects using theoptical motion capturetechnique. In addition, we present an effective method to control the articulated human figure in realtime.The heart of this problem is the estimation of 3D motion and posture of an articulated, volumetric object using feature points from a sequence of multiple perspective views. Under some moderate assumptions such as smooth motion and known initial posture, we develop a model-based technique for the recovery of the 3D location and motion of a rigid object using a variation of Kalman filter. The posture of the 3D volumatric model is updated by the 2D image flow of the feature points for all views. Two novel concepts – the hierarchical Kalman filter (KHF) and the adaptive hierarchical structure (AHS) incorporating the kinematic properties of the articulated object – are proposed to extend our formulation for the rigid object to the articulated one. Our formulation also allows us to avoid two classic problems in 3D tracking: the multi-view correspondence problem, and the occlusion problem. By adding more cameras and placing them appropriately, our approach can deal with the motion of the object in a very wide area. Furthermore, multiple objects can be handled by managing multiple AHSs and processing multiple HKFs.We show the validity of our approach using the synthetic data acquired simultaneously from the multiple virtual camera in a virtual environment (VE) and real data derived from a moving light display with walking motion. The results confirm that the model-based algorithm works well on the tracking of multiple rigid objects.  相似文献   

7.
A stroke-based approach to extract skeletons and structural features for handwritten Chinese character recognition is proposed. We first determine stroke directions based on the directional run-length information of binary character patterns. According to the stroke directions and their adjacent relationships, we split strokes into stroke and fork segments, and then extract the skeletons of the stroke segments called skeleton segments. After all skeleton segments are extracted, fork segments are processed to find the fork points and fork degrees. Skeleton segments that touch a fork segment are connected at the fork point, and all connected skeleton segments form the character skeleton. According to the extracted skeletons and fork points, we can extract primitive strokes and stroke direction maps for recognition. A simple classifier based on the stroke direction map is presented to recognize regular and rotated characters to verify the ability of the proposed feature extraction for handwritten Chinese character recognition. Several experiments are carried out, and the experimental results show that the proposed approach can easily and effectively extract skeletons and structural features, and works well for handwritten Chinese character recognition.  相似文献   

8.
基于条件生成对抗网络的书法字笔画分割   总被引:1,自引:0,他引:1  
张巍  张筱  万永菁 《自动化学报》2022,48(7):1861-1868
毛笔书法作为中华传统艺术的精华, 需要在新的时代背景下继续传承和发扬. 书法字是以笔画为基本单元组成的复杂图形, 如果要分析书法结构, 笔画分割是首要的步骤. 传统的笔画分割方法主要利用细化法从汉字骨架上提取特征点, 分析交叉区域的子笔画拓扑结构关系来分割笔画. 本文分析了传统笔画分割基于底层特征拆分笔画的局限性, 利用条件生成对抗网络(Conditional generative adversarial network, CGAN)的对抗学习机制直接分割笔画, 使提取笔画从先细化再分割改进为直接分割. 该方法能有效提取出精确的笔画, 得到的高层语义特征和保留完整信息的单个笔画利于后续对书法轮廓和结构的评价.  相似文献   

9.
Recovering articulated shape and motion, especially human body motion, from video is a challenging problem with a wide range of applications in medical study, sport analysis and animation, etc. Previous work on articulated motion recovery generally requires prior knowledge of the kinematic chain and usually does not concern the recovery of the articulated shape. The non-rigidity of some articulated part, e.g. human body motion with nonrigid facial motion, is completely ignored. We propose a factorization-based approach to recover the shape, motion and kinematic chain of an articulated object with nonrigid parts altogether directly from video sequences under a unified framework. The proposed approach is based on our modeling of the articulated non-rigid motion as a set of intersecting motion subspaces. A motion subspace is the linear subspace of the trajectories of an object. It can model a rigid or non-rigid motion. The intersection of two motion subspaces of linked parts models the motion of an articulated joint or axis. Our approach consists of algorithms for motion segmentation, kinematic chain building, and shape recovery. It handles outliers and can be automated. We test our approach through synthetic and real experiments and demonstrate how to recover articulated structure with non-rigid parts via a single-view camera without prior knowledge of its kinematic chain.  相似文献   

10.
一种现代藏文笔段提取算法   总被引:7,自引:0,他引:7  
针对藏文字符笔段的几何特征和拓扑结构,本文提出了一种基于字符轮廓信息的藏文笔段提取算法:通过链码跟踪的方法得到笔段轮廓的点列,然后从点列中提取特征点并利用特征点切分出笔段,最后用笔段的轮廓线代替骨架线来表征藏文的笔段。本算法用于印刷体藏文笔段提取,取得了良好的效果,避免了传统细化算法所造成的畸变,提高了笔段提取的抗干扰能力,并减小了计算量,加快了特征提取的速度。  相似文献   

11.
现有的动画生成方法存在手工操作繁琐、模型姿态受局限等问题.提出了一种新的人体模型动画自动生成方法,首先自动提取和识别位于人体四肢和头顶末端的5个特征点,以特征点为起点,计算模型等测地线的中心线.在中心线上根据人体测量学知识,确定关节点的近似位置,然后根据人体骨骼刚性运动特征和运动数据文件提供的骨骼信息,进行关节点精确定位,再通过热力学扩散方程计算顶点权重最后将提取的骨骼采用局部坐标架对齐的方法实现与运动数据匹配,并以运动数据驱动皮肤产生人体动画实验结果表明,与现有算法相比,具有与模型姿态无关、全自动、产生动画效果好等特点.  相似文献   

12.
We present a robust method for capturing articulated hand motions in realtime using a single depth camera. Our system is based on a realtime registration process that accurately reconstructs hand poses by fitting a 3D articulated hand model to depth images. We register the hand model using depth, silhouette, and temporal information. To effectively map low‐quality depth maps to realistic hand poses, we regularize the registration with kinematic and temporal priors, as well as a data‐driven prior built from a database of realistic hand poses. We present a principled way of integrating such priors into our registration optimization to enable robust tracking without severely restricting the freedom of motion. A core technical contribution is a new method for computing tracking correspondences that directly models occlusions typical of single‐camera setups. To ensure reproducibility of our results and facilitate future research, we fully disclose the source code of our implementation.  相似文献   

13.
Automatic acquisition and initialization of articulated models   总被引:3,自引:0,他引:3  
Tracking, classification and visual analysis of articulated motion is challenging because of the difficulties involved in separating noise and variabilities caused by appearance, size and viewpoint fluctuations from task-relevant variations. By incorporating powerful domain knowledge, model-based approaches are able to overcome these problem to a great extent and are actively explored by many researchers. However, model acquisition, initialization and adaptation are still relatively under-investigated problems, especially for the case of single-camera systems. In this paper, we address the problem of automatic acquisition and initialization of articulated models from monocular video without any prior knowledge of shape and kinematic structure. The framework is applied in a human-computer interaction context where articulated shape models have to be acquired from unknown users for subsequent limb tracking. Bayesian motion segmentation is used to extract and initialize articulated models from visual data. Image sequences are decomposed into rigid components that can undergo parametric motion. The relative motion of these components is used to obtain joint information. The resulting components are assembled into an articulated kinematic model which is then used for visual tracking, eliminating the need for manual initialization or adaptation. The efficacy of the method is demonstrated on synthetic as well as natural image sequences. The accuracy of the joint estimation stage is verified on ground truth data.Correspondence to: N. Krahnstoever  相似文献   

14.
Existing work on animation synthesis can be roughly split into two approaches, those that combine segments of motion-capture data, and those that perform inverse kinematics. In this paper, we present a method for performing animation synthesis of an articulated object (e.g. human body and a dog) from a minimal set of body joint positions, following the approach of inverse kinematics. We tackle this problem from a learning perspective. Firstly, we address the need for knowledge on the physical constraints of the articulated body, so as to avoid the generation of a physically impossible poses. A common solution is to heuristically specify the kinematic constraints for the skeleton model. In this paper however, the physical constraints of the articulated body are represented using a hierarchical cluster model learnt from a motion capture database. Additionally, we shall show that the learnt model automatically captures the correlation between different joints through simultaneous modelling of their angles. We then show how this model can be utilised to perform inverse kinematics in a simple and efficient manner. Crucially, we describe how IK is carried out from a minimal set of end-effector positions. Following this, we show how this “learnt inverse kinematics” framework can be used to perform animation syntheses on different types of articulated structures. To this end, the results presented include the retargeting of a flat surface walking animation to various uneven terrains to demonstrate the synthesis of a full human body motion from the positions of only the hands, feet and torso. Additionally, we show how the same method can be applied to the animation synthesis of a dog using only its feet and torso positions.  相似文献   

15.
Human visual attention system tends to be attracted to perceptual feature points on 3D model surfaces. However, purely geometric-based feature metrics may be insufficient to extract perceptual features, because they tend to detect local structure details. Intuitively, the perceptual importance degree of vertex is associated with the height of its geometry position between original model and a datum plane. So, we propose a novel and straightforward method to extract perceptually important points based on global height field. Firstly, we construct spectral domain using Laplace–Beltrami operator, and we perform spectral synthesis to reconstruct a rough approximation of the original model by adopting low-frequency coefficients, and make it as the 3D datum plane. Then, to build global height field, we calculate the Euclidean distance between vertex geometry position on original surface and the one on 3D datum plane. Finally, we set a threshold to extract perceptual feature vertices. We implement our technique on several 3D mesh models and compare our algorithm to six state-of-the-art interest points detection approaches. Experimental results demonstrate that our algorithm can accurately capture perceptually important points on arbitrary topology 3D model.  相似文献   

16.
An interactive system is described for creating and animating deformable 3D characters. By using a hybrid layered model of kinematic and physics-based components together with an immersive 3D direct manipulation interface, it is possible to quickly construct characters that deform naturally when animated and whose behavior can be controlled interactively using intuitive parameters. In this layered construction technique, called the elastic surface layer model, a simulated elastically deformable skin surface is wrapped around a kinematic articulated figure. Unlike previous layered models, the skin is free to slide along the underlying surface layers constrained by geometric constraints which push the surface out and spring forces which pull the surface in to the underlying layers. By tuning the parameters of the physics-based model, a variety of surface shapes and behaviors can be obtained such as more realistic-looking skin deformation at the joints, skin sliding over muscles, and dynamic effects such as squash-and-stretch and follow-through. Since the elastic model derives all of its input forces from the underlying articulated figure, the animator may specify all of the physical properties of the character once, during the initial character design process, after which a complete animation sequence can be created using a traditional skeleton animation technique. Character construction and animation are done using a 3D user interface based on two-handed manipulation registered with head-tracked stereo viewing. In our configuration, a six degree-of-freedom head-tracker and CrystalEyes shutter glasses are used to display stereo images on a workstation monitor that dynamically follow the user head motion. 3D virtual objects can be made to appear at a fixed location in physical space which the user may view from different angles by moving his head. To construct 3D animated characters, the user interacts with the simulated environment using both hands simultaneously: the left hand, controlling a Spaceball, is used for 3D navigation and object movement, while the right hand, holding a 3D mouse, is used to manipulate through a virtual tool metaphor the objects appearing in front of the screen. Hand-eye coordination is made possible by registering virtual space to physical space, allowing a variety of complex 3D tasks necessary for constructing 3D animated characters to be performed more easily and more rapidly than is possible using traditional interactive techniques.  相似文献   

17.
摘 要:东巴文作为一种原始的图画象形文字,在检索和识别方面的研究较多,且从不同 角度应用各类算法进行了实现,但是在文字特征提取和简化方面的研究却很少。由于字符特征 提取的精练性和完全性将直接影响识别算法的精度和复杂度,因此结合计算机视觉中形状简化 的相关研究成果,给出了适用于东巴象形文字特征曲线简化的改进算法。该算法以离散曲线演 化算法为基础,进一步给出了区域最大面积差的临界点选取法和二次简化算法,有效去除了东 巴字符特征曲线中的冗余点和潜在异常点。通过通用性和鲁棒性实验表明,该算法在保留原有 字符特征的基础上可以去除曲线中 87%以上的冗余点,实现了特征曲线的最简化,从而为东巴 文字的相似性度量奠定基础。  相似文献   

18.
行为识别是当前计算机视觉方向中视频理解领域的重要研究课题。从视频中准确提取人体动作的特征并识别动作,能为医疗、安防等领域提供重要的信息,是一个十分具有前景的方向。本文从数据驱动的角度出发,全面介绍了行为识别技术的研究发展,对具有代表性的行为识别方法或模型进行了系统阐述。行为识别的数据分为RGB模态数据、深度模态数据、骨骼模态数据以及融合模态数据。首先介绍了行为识别的主要过程和人类行为识别领域不同数据模态的公开数据集;然后根据数据模态分类,回顾了RGB模态、深度模态和骨骼模态下基于传统手工特征和深度学习的行为识别方法,以及多模态融合分类下RGB模态与深度模态融合的方法和其他模态融合的方法。传统手工特征法包括基于时空体积和时空兴趣点的方法(RGB模态)、基于运动变化和外观的方法(深度模态)以及基于骨骼特征的方法(骨骼模态)等;深度学习方法主要涉及卷积网络、图卷积网络和混合网络,重点介绍了其改进点、特点以及模型的创新点。基于不同模态的数据集分类进行不同行为识别技术的对比分析。通过类别内部和类别之间两个角度对比分析后,得出不同模态的优缺点与适用场景、手工特征法与深度学习法的区别和融合多模态的优...  相似文献   

19.
We present a method for automatically estimating the motion of an articulated object filmed by two or more fixed cameras. We focus our work on the case where the quality of the images is poor, and where only an approximation of a geometric model of the tracked object is available. Our technique uses physical forces applied to each rigid part of a kinematic 3D model of the object we are tracking. These forces guide the minimization of the differences between the pose of the 3D model and the pose of the real object in the video images. We use a fast recursive algorithm to solve the dynamical equations of motion of any 3D articulated model. We explain the key parts of our algorithms: how relevant information is extracted from the images, how the forces are created, and how the dynamical equations of motion are solved. A study of what kind of information should be extracted in the images and of when our algorithms fail is also presented. Finally we present some results about the tracking of a person. We also show the application of our method to the tracking of a hand in sequences of images, showing that the kind of information to extract from the images depends on their quality and of the configuration of the cameras.  相似文献   

20.
一种基于形态学编码的地形骨架特征提取方法   总被引:1,自引:0,他引:1  
鉴于剖面识别骨架特征提取方法(profile recognition and polygon breaking algorithm, PPA)准确性差、不能提取特殊地形等问题,提出了一种结合形态学的剖面识别骨架特征提取方法(profile recognition and polygon breaking algorithm based on morphology erosion, MEPPA).通过剖面识别提取原始的骨架特征候选点,根据方向系数连接成多边形条带,在此基础上提出了生成标量特征域的填充算法;引入形态学区域细化思想,提出了形态编码和骨架特征形态简化算法,将特征域简化为骨架特征线;为了满足各领域对矢量骨架特征的需求,提出了标量特征线复原、检测与优化剔除等策略,准确地复原了矢量骨架特征模型;提出了保留外分支和环路特征的解决方案,解决了传统骨架特征提取方法不能保留较长的主干线以及不能提取环路地形特征的问题.在真实数据上进行了实验研究,结果表明提取的骨架特征形态的整体效果优于传统方法.  相似文献   

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