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Minimal motion capture with inverse kinematics for articulated human figure animation

机译:用逆运动学进行最小运动捕捉,用于人形动画

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摘要

Animating an articulated figure usually requires expensive hardware in terms of motion capture equipment, processing power and rendering power. This implies a high cost system and thus eliminates the use of personal computers to drive avatars in virtual environments.We propose a system to animate an articulated human upper body in real-time, using minimal motion capture trackers to provide position and orientation for the limbs. The system has to drive an avatar in a virtual environment on a low-end computer. The cost of the motion capture equipment must be relatively low (hence the use of minimal trackers).We discuss the various types of motion capture equipment and decide to use electromagnetic trackers which are adequate for our requirements while being reasonably priced. We also discuss the use of inverse kinematics to solve for the articulated chains making up the topology of the articulated figure.Furthermore, we offer a method to describe articulated chains as well as a process to specify the reach of up to four link chains with various levels of redundancy for use in articulated figures. Wethen provide various types of constraints to reduce the redundancy of non-defined articulated chains, specifically for chains found in an articulated human upper body. Such methods include a way to solve for the redundancy in the orientation of the neck link, as well as three differentmethods to solve the redundancy of the articulated human arm. The first method involves eliminating a degree of freedom from the chain, thus reducing its redundancy. The second method calculates the elevation angle of the elbow position from the elevation angle of the hand. Thethird method determines the actual position of the elbow from an average of previous positions of the elbow according to the position and orientation of the hand. The previous positions of the elbow are captured during the calibration process.The redundancy of the neck is easily solved due to the small amount of redund~ncy in the chain.When solving the arm, the first method which should give a perfect result in theory, gives a poor result in practice due to the limitations of both the motion capture equipment and the de~gn. The second method provides an adequate result for· the position of the redundant elbow in most cases although fails in some cases. Still it benefits from a simple approach as well as very little need for calibration. The third method provides the most accurate method of the three for the position of the redundant elbow although it also fails in some cases. This method however requires a long calibration session for each user. The last two methods allow for the calibration data to be used inlatter session, thus reducing considerably the calibration required.In combination with a virtual reality system, these processes allow for the real-time animation of an articulated figure to drive avatars in virtual environments or for low quality animation on a low-end computer.
机译:动画化关节人物通常需要昂贵的硬件,包括运动捕捉设备,处理能力和渲染能力。这意味着系统成本高昂,因此消除了在虚拟环境中使用个人计算机来驱动化身的可能性。我们提出了一种使用最少的运动捕捉跟踪器为四肢提供位置和方向的实时动画化人体上半身动画的系统。 。该系统必须在低端计算机的虚拟环境中驱动虚拟形象。运动捕捉设备的成本必须相对较低(因此使用最少的跟踪器)。我们讨论了各种类型的运动捕捉设备,并决定使用价格合理的电磁跟踪器来满足我们的要求。我们还讨论了使用反向运动学解决铰接链构成铰接图形拓扑的问题。此外,我们提供了一种描述铰接链的方法以及指定多达四个具有不同链节的链条的范围的过程铰接图中使用的冗余级别。因此,我们提供了各种类型的约束来减少未定义的铰接链的冗余,特别是针对在铰接的人体上半身中发现的链。这样的方法包括解决颈部链接方向冗余的方法,以及解决关节关节的冗余的三种不同方法。第一种方法涉及消除链的自由度,从而减少其冗余度。第二种方法根据手的仰角计算肘部位置的仰角。第三种方法根据手的位置和方向,根据肘的先前位置的平均值来确定肘的实际位置。在校准过程中捕获肘部的先前位置。由于链中的冗余量较小,因此很容易解决颈部的冗余。在解决手臂时,第一种方法应在理论上给出理想的结果由于运动捕捉设备和装置的局限性,在实际应用中效果不佳。第二种方法在大多数情况下可为冗余肘部的位置提供足够的结果,尽管在某些情况下会失败。它仍然受益于简单的方法,并且几乎不需要校准。第三种方法为冗余肘部的位置提供了三种方法中最准确的方法,尽管在某些情况下它也失败了。但是,此方法需要每个用户进行较长的校准会话。后两种方法允许在以后的会话中使用校准数据,从而大大减少了所需的校准。与虚拟现实系统结合使用时,这些过程允许对关节人物进行实时动画处理以在虚拟环境中驱动化身或用于低端计算机上的低质量动画。

著录项

  • 作者

    Casanueva Luis;

  • 作者单位
  • 年度 2000
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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