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The Key Problem Research Of Group Animation

Posted on:2018-09-28Degree:DoctorType:Dissertation
Country:ChinaCandidate:D H ZhangFull Text:PDF
GTID:1318330542484037Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Group animation is mainly used to simulate a group of organisms in the same environment.The behavior of the group of biological creatures is different from the individual.Group animation is mainly used to simulate the cluster phenomenon in real life,for example,migrating birds,the fish in the sea,movement of the enemy in the game,moving characters in the large-scale scene,etc.The study of group animation includes: individual modeling,movement control and group animation drawing.Exercise control refers primarily to the planning of group movements,including path planning,intelligent interaction between individuals.The drawing of group animation is used to show a real large-scale scene for users.This paper mainly focuses on the path planning.The main findings are as follows:1?Study on the Bidirectional A* Algorithm based on Avoiding Risk.A* algorithm is an effective algorithm of path planning.In order to speed up the algorithm and reduce the search space,the OPEN table is adopted the fragmentation of hybrid data structure of binary heap and index array.At the same time the coefficient of risk rating is increased,the simulation body can judge straight or bypass the dangerous objects according to the environment,so as not to attack.At the same time,good two-way search stop conditions is set to ensure the effect of the bidirectional search.Relevant tests show that the improved algorithm can effectively solves the problem of path planning in concave terrain faster,and reduces the occupied space.2?Path Planning Algorithm on Irregular Pavement based on Traffic Taboo.The path planning problem is an important issue in the game,group animation,but the current algorithms rarely considers the practical problems of topography,slope,the height of obstacle.In this paper,2.5 dimensional grids are used to create the three-dimensional irregular pavement.The topographic factors,slope and the barrier height are used in the heuristic function.Taboo tables are created to reduce the operation amount.Vector grids are created to optimize the grid.Finally,the path planning is achieved on the irregular road using the new algorithm.3?Study of Path Planning Algorithm on the rugged road based on fuzzy logic.The path planning problem is an important problem in the research area of robot,games and group animation.This paper shows a 2.5-dimensional terrain grid which can reduce the amount of computation.By applying the fuzzy logic theory,the terrain trafficability of the rugged road can be evaluated based on different gradient,roughness,elevation difference;the trafficability factor can be achieved and applied to the heuristic function.The improved algorithm can solve the symmetry problem of path planning on uneven surfaces,reduce the search space.4?Study of object trajectory in group animation.In view of the lack of quantitative calculation problems in the current basketball training,the basketball training simulation system was developed.When not considering air resistance,the exact solution of the best shot angle and velocity of shots without air resistance is solved using the trajectory equation of basketball movement whose start and end pointare not in the same level.The result shows that the best shot angle will increase with the increasement of the shot speed,decrease with the increasement of the shot height.With the increasement of the shot distance,the minimum shot speed need to be increased,and the best shot angle is decreased.When considering air resistance,different shot speeds is obtained using Microsoft's Kinect,and the nonlinear equations is solved,and the exact solution on the penalty spot which has relation with air resistance in different shot height,shooting speed and Angle of shot is got.The visual simulation system include level design?physical module?network module?sound module?animation module.The system is also optimized from texture mapping?collision detection.Players can use the visual system to measure the best shot angle and shot speed for auxiliary training.5?The simulation platform of group animation is developed.Basketball training simulation module is the sub-module of the platform.The operation of the system is fluent,and meets the design requirements.
Keywords/Search Tags:A*, JPS, risk rating coefficient, path planninging, taboo table, irregular road, vector grid, fuzzy logic, trafficability factor, training simulation system, basketball, air resistance
PDF Full Text Request
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