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A REAL-TIME METHOD FOR MANIPULATING A REALISTIC HUMAN UPPER LIMB

机译:一种操纵现实人类上肢的实时方法

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Manipulation of the human upper limb in Computer Graphics is usually done using a kinematic chain representing the innermost elements, that is its main skeleton bones. When manipulated using the principles of direct or inverse kinematics, the chain can be used as a deformation tool for its external visible envelope, namely the skin. In this paper we present an innovative method to resolve the chain that will use both kinematics principles: inverse, to position the wrist; direct, to position the elbow and the shoulder. In order to propose a new approach for removing general stiffness and unrealistic movements of traditional solutions, some results from biomechanics were included in the model. This helped in recreating the scapulohumeral rhythm, as well as in limiting the movements of the human upper limb into its realistic workspace. In this way we were able to reproduce natural movements without additional efforts from the animator. Finally, we present advantages of the proposed method in terms of computational complexity when compared to traditional approaches. This will guarantee on desktop calculators a real-time interaction with the user for both single manipulation and crowd simulations.
机译:人体上肢在计算机图形中的操作通常使用代表最内部元素的运动链来完成,即其主要骨架骨骼。当使用直接或反向运动学的原理操纵时,该链可以用作其外部可见包络的变形工具,即皮肤。在本文中,我们介绍了一种创新的方法来解决将使用运动学原则的链:逆,定位手腕;直接,定位肘部和肩部。为了提出一种去除一般刚度和传统解决方案不切实际运动的新方法,在模型中包括生物力学的一些结果。这有助于重新创建软骨骨髓节奏,以及将人上肢的运动限制到其现实工作空间中。通过这种方式,我们能够重现自然运动,而无需额外的动画仪。最后,与传统方法相比,我们在计算复杂性方面提出了提出的方法的优势。这将保证桌面计算器与用户进行单一操纵和人群模拟的实时交互。

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