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Research Of Human Motion And Sound In Three-dimensional Game

Posted on:2012-04-30Degree:MasterType:Thesis
Country:ChinaCandidate:J W ZhaoFull Text:PDF
GTID:2218330368481947Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
The research of role action and sound in the three-dimensional game has been one of the hot issues of the game field. Whether to add artificial intelligence technology has become the standard for distinguish good and bad games. Our research mainly is to do semantic analysis of sound content and then correspond with the actions, moreover, the real-time editing of the action is achieved. The following is the description of two research emphases in this paper.In the semantic analysis of sound contents, firstly identificating the noun and verb phrases, the method based on the maximum entropy principle and rule-base are widely used. This paper gives a training sets and trains them according to the sets, then feedbacks and learns the training results. Secondly, it is using the Probability-based context-free grammar to analyze sentence, and the sentence is used into symbolic forms by the BNF. Then, this paper proposes a semantic analysis model that include noun phrases definition and dependent relationship model. Semantic analysis model of the main work is analyzing the content of the voice and extract target word, and choose the right animation type. The experiment finally obtained satisfactory results.We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation, our motion tracking adopts a velocity-driven method which Computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is Computed in dynamics simulation using the Computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, and motion adaptation to different limb sizes can also be generated without difficulty.
Keywords/Search Tags:Motion Capture Data, Character Balance, Physics-based Simulation, Phrase Recognition, Syntax Parsing
PDF Full Text Request
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