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Synthesizing Continuous And Realistic Human Motion Based On Motion Blending

Posted on:2007-05-16Degree:MasterType:Thesis
Country:ChinaCandidate:C F ZhouFull Text:PDF
GTID:2178360182482759Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
With the more extensive applications of virtual human in virtual reality,military simulations, physical training simulations, computer games and computeranimations, the motion control of virtual human become more important. And withthe development of motion capture, it isn't a very difficult matter any more toobtain a lifelike human motion. But there are many problems in using the capturedmotion data to drive the virtual humans.By researching some problems of reusing the captured motion data, theimportant returns are achieved as follows:1) Based on the laws of human kinematics, a method to clean up footskates isintroduced.Aimed at the flaw of footsteps sliding in reusing the original motion data todrive the virtual human, a method to clean up footskates is introduced. Based on thelaws of human kinematics, the positions of virtual human's root are recalculated bythe geometrical length of the virtual human's skeleton and captured data. This rootfixes directly the position of virtual human in the world coordinate system. Andusing the recalculated human root to drive the virtual human, the footskates can beeliminated completely. The experimental result proves that this algorithm is notonly efficient but also with better result.2) The motion blending based on the radial basis function is implemented.And two flaws are improved in the algorithm.Based on the motion blending with the radial basis function, the new clips arecreated by the existed motion clips. And then the continuous and smooth humanmotions are synthesized. Two flaws are improved in the old algorithm. One is that ahigh-order interpolation of unit quaternion is used to smooth a part of motiontransition instead of spherical linear interpolation. In physics the created motionclips follow the movement rules of human body's joints much more. And the clipsare smoother than the old in visual effect. Two is that the algorithm of calculatingthe positions of human root in the old algorithm is replaced by the mentioned one offootskates cleanup above. And the positions of root can be recalculated moreexactly by the one introduced in this paper. The result is more lifelike when thevirtual human is droved by the created clips.3) A motion control engine of virtual character has been designed anddeveloped on the base of the works above.This engine has been applied successfully in the demo system ofall-people-sports and the system of virtual soldier. Another two application systemsare developed on the base of it. By the processes of development in theseapplication examples it's clear that a second-develop is extremely rapid andconvenience on the base of it. The engine is a very convenient platform for theapplication of human motion control technology.
Keywords/Search Tags:motion blending, motion editing, footskates, motion capture, virtual human
PDF Full Text Request
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