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Research On The Technology In Individual Virtual Human Animation

Posted on:2011-08-29Degree:MasterType:Thesis
Country:ChinaCandidate:M S WangFull Text:PDF
GTID:2178360305960276Subject:Signal and Information Processing
Abstract/Summary:PDF Full Text Request
With the development of the computer and the Internet, animation has played an important role in the global economic. The virtual human as a cartoon character has become a research hotspot in computer animation. To obtain the accurate reproduction of the virtual human in three-dimensional virtual space, it not only needs gorgeous, beautiful role model, also called for realistic action. Motion capture technology could drive the virtual human embedded skeleton by real motion data. However, traditional animators need to spend a lot of time to manually embed the model skeleton and attach the model skin, which is a problem for the average users. Therefore, We build a system for producing individual virtual human animation automatically, and realize the animation of the non-human model. Users only need to input the virtual model and the motion data, the system can automatically embed skeleton and generate animation.Base on computer graphics, computer animation, research on individual virtual human animation technology is presented in this paper.1. Use the skeleton extraction algorithm base on distance field to the voxelized 3D model, build octree adaptive distance field and the distance transform, pick out the key points by sphere packing in the model. The optimal route is calculated by using A* searching algorithm, then the linear skeleton of object is obtained by connecting key points. Finally, skeleton line is sliced and the corresponding joints are matched, then the skeleton is fixed.2. Base on LBS skin attachment algorithm, assign bone weights by heat-based attachment to accomplish skin attachment.3. Provide the motion retarget algorithm base on retargeting techniques. The results show that the model of distribution algorithm has good effect to the motion of the non-human model. Our system enables the non-human model (e.g. banana, fingers) show the same animation as the human model.4. Finally, this paper shows the results of this individual virtual human animation system, which is efficient, accurate and fully automatic; it also has general applicability.
Keywords/Search Tags:Virtual Human, Skeleton Embedding, Skin Attachment, Motion Retargeting, OpenGL
PDF Full Text Request
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