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Research on the Technology in Individual Virtual Human Animation

Author: WangMengSi
Tutor: MiaoZhenJiang
School: Beijing Jiaotong University
Course: Signal and Information Processing
Keywords: Virtual Human Bone embedded Skin bind Movement redirect OpenGL
CLC: TP391.41
Type: Master's thesis
Year: 2010
Downloads: 121
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Abstract


With the development of computer network technology, the animation industry has become the industry has an important influence on the global economy, the role of the three-dimensional animation production has become a hot spot of research in computer animation. Accurate movement of the animated characters in a three-dimensional virtual space, requires not only gorgeous, beautiful role model, also requires realistic action. Traditional 3D animation work and need experienced animators spend a lot of time hand model of bone embedded and skin binding, is undoubtedly a problem for the average user. Therefore, the individual virtual human animation related technologies made a thorough study to establish the individual virtual human animation automatically generate the system, use movement capture technology to get the real motion data drive embedded in the bones of the virtual human exercise at the same time achieve nonliving intends to people Movement. Users need only to input 3D character models and motion data in the system, the whole process can be done automatically generated from the embedded bones to character animation. In this paper, based on theoretical research in the field of computer graphics, computer animation, virtual human animation related technologies, a more in-depth study. Three-dimensional model voxelization using the bone extraction algorithm based on distance field, establishing octree adaptive distance course and distance transform using the sphere model within the model to establish methods to extract key points. The use of the A * search algorithm to obtain the gradient shortest path resulting linear skeleton of the object, and then through the the transverse segmentation skeleton line automatically match the corresponding joint determine the final skeleton joint point. 2 LBS skin deformation technology, the use of the heat balance principle to assign bone weights automatically bind to skin and bones. This algorithm overcomes the torsional deformation in the joints, shoulders collapse shortcomings, and eliminates the need for traditional software manually set the weight value. At the same time to meet the real-time, realistic requirements. 3. Redirection technology based on motion proposed redirection algorithm suitable for non-life body. Seen by the experimental results, we used the model block algorithm can make the virtual human action to achieve a realistic and coherent effects do not have the human form of non-life body (such as bananas, finger), the system enables acting out human model the same animation. Demonstrated in the paper last demonstration effect of this study show that the individual virtual human animation generation system is an efficient, accurate and fully automated features, and has a certain universal applicability.

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CLC: > Industrial Technology > Automation technology,computer technology > Computing technology,computer technology > Computer applications > Information processing (information processing) > Pattern Recognition and devices > Image recognition device
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