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Skin Deformation And Animation Of Virtual Human Driven By Skeleton

Posted on:2018-08-26Degree:MasterType:Thesis
Country:ChinaCandidate:Q HeFull Text:PDF
GTID:2348330515969108Subject:Information and Communication Engineering
Abstract/Summary:PDF Full Text Request
Virtual human animation is a research hotspot in the field of computer animation,and the simulation of realistic skin deformation and lifelike movement of virtual human is the goal pursued by animation researchers.Due to the complicated human body structure,the fine skin and the skeleton movements influence skin deformation of human body.The research of virtual human skin deformation driven by skeleton becomes the key point in the field of virtual human animation.This thesis achieves a realistic virtual human skin-deforming animation by improved weight calculation method and skinned mesh algorithm.Owing to the easy controlling and low calculating complexity properties of surface model,we realize the skeleton driven skin-deforming animation based on such models.We carry out the experiments by 3 groups of virtual human models with different precision and morphological characteristics.Firstly,the virtual human mesh skin is obtained by extracting the key information from the 3DS file of the model.Then,we extract the skeleton of the virtual human accurately by a series of operations such as feature points extraction,model segmentation and topology partition,and the whole virtual human surface model is obtained.After that,we make appropriate improvements based on the thermal equilibrium algorithm,the binding relationship between the skin and bone are determined through the projection position of the skin to the bone vector,and the binding weight of the skin is calculated through the thermal equilibrium equation.Finally,we achieve a lifelike virtual human skin-deforming animation combining with dual quaternion skinning algorithm.The experimental results show that the virtual human skin-deforming animation in this thesis is realistic,and this animation can reflect the real-time skin deforming effects of virtual human driven by skeleton.The improved thermal equilibrium algorithm can determine the binding relationship between the skeleton and skin precisely,which can solve the skin upheaval problem caused by large range of joint rotation around the limb junction area.In addition,the introduction of dual quaternion blending skinning algorithm can effectively avoid the defects of liner blending skinning algorithm.
Keywords/Search Tags:Virtual human, Skin-deforming animation, Weight calculation, Thermal equilibrium algorithm, Dual quaternion blending skinning
PDF Full Text Request
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