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The Posture Linkage Of 3D Human Body And Clothing Object Based On Skinned Mesh Animation

Posted on:2011-09-12Degree:MasterType:Thesis
Country:ChinaCandidate:D LiFull Text:PDF
GTID:2178360302480273Subject:Digital textile engineering
Abstract/Summary:
In the 3D virtual try on system, the dynamic simulation technology of three-dimensional avatar and 3d garment, will not only improve the user experience, but also advance the characteristics of clothing, therefore our research is significant and has profound prospect of application.In this paper, skeleton-driven skin deformation has been chosen as the attainment basis for the dynamic simulation of human body model in a 3D virtual try-on system. The driving inheritance bones are generated by employing motion capture data. The skin data are obtained by 3D body scanning, and the combination of the human body with clothing is solved by a proposed position synchronization method. The weight distribution is constrained by the geometrical boundaries defined by the anthropometrical principles..In order to synchronize the gesture of the driven skeleton with the skin of the 3D human body, and to synchronize the 3D body with the 3D garment, The human body is first segmented into 6 parts based on the rules of anthropometry: left leg, right leg, left arm, right arm, head and torso. Secondly, the skeleton of the 3D body is extracted from the body segments. After which, the skeleton coincides technology is employed to synchronize the skeleton gesture with the body gesture, and affine transformation technology is used to synchronize the human body gesture with the clothing gesture.To benefit from the motion capture data, the skeleton of the avatar and the skeleton of the motion capture file (template skeleton) should be coincide with each other. The length of the limbs is obtained during the body segmentation. Affine transformation is used to make the driven skeleton coincides with the template skeleton. For the result of smooth skinning, the weight distribution is determined via the analogy of heat equilibrium, and the vertex weights are distributed by joint-to-skin distance accordingly.Experimental results showed that the methods proposed in this paper can effectively reuse the motion capture data to achieve the dressed walking animation. Thus, it provides an efficient way to generate large number of wearing human animation in 3D virtual try on system.
Keywords/Search Tags:skinned mesh animation, three-dimensional virtual human body, dynamic simulation
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