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A method of real-time human motion retargeting for 3D terrain adaption

机译:一种用于3D地形自适应的实时人类运动重定目标的方法

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摘要

It is difficult to genarate the adapting 3D terrain animation of a virtual role which is controled by motion capture. This paper presents a technique for real-time human motion retargeting on 3D terrain. First, the method based on geometry scaling was used to generate an intermediate skelton. Then a novel terrain adaption method was used to correct the positions of the intermediate skeleton's root node and end effectors dynamically. According to the motion trajectory law of human's center of mass, the terrain adaption method phased to calculate the terrain height increment. Finally, The contraints of target skelteton are determined by using the configuration of intermediate skelton, and an inverse kinematics slover is used to generate the final configuration of target skeleton. The results show that the retargeting motion is realistic, and this method can satisfy the real-time requireme- nts in virtual environment, even the condition of the 3D terrain height is modified interactively.
机译:很难赋予由动作捕捉控制的虚拟角色的自适应3D地形动画。本文提出了一种在3D地形上实时重新定位人类运动的技术。首先,基于几何比例缩放的方法用于生成中间骨架。然后使用一种新颖的地形适应方法来动态校正中间骨架的根节点和末端执行器的位置。根据人体质心的运动轨迹定律,分阶段采用地形自适应方法计算地形高度增量。最后,通过使用中间骨架的构型确定目标骨架的约束,并使用逆运动学滑移率生成目标骨架的最终构型。结果表明,重新定向运动是现实的,并且即使交互式修改3D地形高度的条件,该方法也可以满足虚拟环境中的实时要求。

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