期刊文献+

基于视觉运动捕获数据的三维模型驱动方法 被引量:3

Method of driving a 3D model based on vision-based motion capture data
下载PDF
导出
摘要 基于视觉运动捕获数据的三维模型驱动涉及到将三维位置数据转化为模型运动数据,和三维模型的动作驱动。视觉运动捕获的三维运动数据,由于缺乏骨架各关节点间的旋转信息,不能直接用于三维模型的驱动。本文提出了依据各关节点的相关性,求解骨架关节点的旋转信息,并计算出各关节点的欧拉角,将原始据转换为模型运动数据。然后,将转换后的运动数据应用于三维模型,通过改进后的线性混合皮肤变形算法(LBS),实现了基于三维运动参数的三维模型驱动。文中实验结果验证了算法的有效性。 The raw data of motion capture based on vision can not drive a 3D model directly, due to lac- king of rotation information between skeleton joints. A new method is presented for solving the problem of acquiring the rotation information of each joint depends on the relativity of skeleton joints. Then, to calcu- late the Euler angle of eaeh joint. The motion data including Euler angle is employed on driving a 3D model through algorithm improved linear blend skinning (LBS). Finally, a 3D human model is driven au- tomatically. At the end of this paper, several experiments are given to demonstrate that the proposed method is efficient.
出处 《中国体视学与图像分析》 2009年第2期182-186,共5页 Chinese Journal of Stereology and Image Analysis
基金 国家863计划(2006AA01Z324)
关键词 模型驱动 欧拉角 皮肤变形 model driving Euler angle skinning deformation
  • 相关文献

参考文献12

  • 1Park S II, Hodgins J K. Data-driven modeling of skin and muscle deformation [ C ]// The 35th International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2008. New York: ACM, 2008, No. 96.
  • 2Kavan L, Collins S, OSullivan C, et al. Automatic linearization of nonlinear skinning [ C ]//Symposium on Interactive 3D Graphics. Proceedings of the 2009 symposium on Interactive 3D graphics and games. New York: ACM, 2009 : 49 - 56.
  • 3Kavan L, Collins S, Zara J, et al. Geometric skinning with approximate dual quaternion blending [ J ]. ACM Transactions on Graphics, 2008, 27(4) No. 105.
  • 4Magnena-Thalmann N, Laperriere R, Thalmann D. Jointdependent local deformations for hand animation and object grasping[ C ]// Proceedings on Graphics interface ' 88. Toronto: Canadian Information Processing Society,1989:26 -33.
  • 5Lander J. Skin them bones: Game programming for the web generation[J/OL]. Game Developer Magazine, May 1998:11 -16 [ 2009-06-05 ] http://www, darwin3d. com/gamedev/articles/eo10598, pdf.
  • 6Lander J. Over my dead, polygonal body[ J/OL]. Game Developer Magazine, October 1999 : 17 - 22 [ 2009-06-05 ] http://www, darwin3d, com/gamedev/articles/col1099. pdf.
  • 7Sloan P P J, Rose Ⅲ c F, Cohen M F. Shape by example[ C ]//Proceedings of the 2001 symposium on Interactive 3D graphics. New York: ACM, 2001:135 -143.
  • 8Wang X C, Phillips C. Multi-weight enveloping: least - squares approximation techniques for skin animation [ C ]//Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation, New York: ACM, 2002:129 - 138.
  • 9Katz S, Tal A. Hierarchical mesh decomposition using fuzzy clustering and cuts [ J]. ACM Trans on Graphics, 2003, 22(3): 954-961.
  • 10Pio R. Euler Angle Transformations[ J]. IEEE Transactions on Automatic Control, 1966, 11 (4) :707 -715.

同被引文献16

引证文献3

二级引证文献2

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部