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Research On Virtual Human Motion Control Technology Facing Ergonomics Simulation

Posted on:2007-02-18Degree:MasterType:Thesis
Country:ChinaCandidate:Y F ChenFull Text:PDF
GTID:2178360182466643Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Computer-Aided Ergonomics is being used more and more widely along with the development of computer technology, CG, CAD, VR and AI.Many complicated ergonomics evaluation methods are based on the position and status of human bones and muscles and so on. Thus the simple stick model can no longer satisfy the needs of these evaluation methods. A REAL virtual human model is needed.While in ergonomics emulation, multiple current animation generation methods are more appropriate for entertainment business. These methods focus more on visual effects than physiological reasonability, or take too long to run for real time application. Motion capture is real but its human architecture is too simple and different from real person' s. So it' s necessary to research on how to improve the reliability of ergonomics emulation. According to these two aspects, this article has made some improvement and innovation.First of all, we built a more complex but real virtual human skeleton model according to anatomy, which is a foundation for further locating the muscles and advanced ergonomics evaluation methods.Then we proposed a method to used constraint-based inverse kinematics method to retarget motion between two virtual human models with different architectures, keeping space-time constraints and human physiological constraints at the same time. Then different motion capture data can be used to get a real ergonomics emulation.After introducing some background knowledge and the state of the art of computer-aided ergonomics, this article introduced our anatomy-based virtual human model and described some physiological constraints and motion representation in the second chapter. The third chapter introduced how to retarget motion between virtual human models with' different architectures. The fourth chapter introduced some basic IK methods and how to apply constraints. The fifth chapter introduced our ergonomics emulation and evaluation system HUMAN and the last chapter made a conclusion and discussed about some directions for future research.
Keywords/Search Tags:Virtual Human Modeling, Anatomy, Motion Retargeting, Inverse Kinematics, Motion Capture, Space-time Constraint
PDF Full Text Request
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