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Research On Realistic Simulation Of Human Walking

Posted on:2012-07-19Degree:MasterType:Thesis
Country:ChinaCandidate:Y T HaoFull Text:PDF
GTID:2218330344451404Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In recent years, as people imposed higher requirements on animation, film, television and virtual human related technology, the traditional animation techniques have been unable to meet the demand. This also inspires many experts and scholars to do more in-depth research in this field. But there are still many problems, such as virtual human created is not real, low real-time, artificial textures is very obvious. According to these problems, this paper does research as follows:(1) Study virtual human technology about human figure and freedom binding of human bones. From the human motion control technology point of view, this paper analyzed key frame, motion capture, forward and inverse kinematics, dynamics and so on. After describing the computational methods for position and rotation movement of bones in three-dimensional space, a solution of system design was proposed.(2) By analyzing disadvantages of quaternion linear interpolation and spherical linear interpolation in the key frame interpolation algorithms, a new n times Lagrange interpolation algorithm based on quaternion is proposed which combines the advantages of quaternion operator and n times Lagrange interpolation algorithm among many data points. This algorithm is used for realistic simulation of virtual human walking in key frame animation. It not only improves the accuracy of the data, but also makes the skin deformation of the virtual human more smooth and delicate in the movement.(3) Considering the correlative character of interpolation algorithm data and accuracy of the algorithm, this paper implements a realistic simulation of virtual human walking using 4 times Lagrange interpolation algorithm based on the quaternion. A simple demo system of virtual human motion using key frame technology, skeleton deformation and mixed animation technology is implemented. The program uses Visual C++ 6.0 and DirectX as development tools.(4) Experiments use the demo system to test quaternion linear interpolation, spherical linear interpolation and 4 times Lagrange interpolation algorithm based on quaternion. The experimental results show that, 4 times Lagrange interpolation algorithm based on quaternion has excellent motion simulation and frame render effects on realistic simulation of virtual human.
Keywords/Search Tags:human simulation, quaternion, mixed animation, Lagrange interpolation algorithm
PDF Full Text Request
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