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The Skin Deformation Of Virtual Human Based On Surface Model

Posted on:2015-01-17Degree:MasterType:Thesis
Country:ChinaCandidate:Y K HuangFull Text:PDF
GTID:2268330428476326Subject:Signal and Information Processing
Abstract/Summary:PDF Full Text Request
Now the3D virtual human animation plays an increasingly important role in people’s life. Whether it is in the application of animation and online games, or in the field of medical, military and space exploration, people can feel the strong visual shock caused by such a realistic humanoid effect of virtual human. As we all know,3D human animation is composed of many key frames of different body posture. But in order to get the realistic body posture, we must build appropriate human model and establish a good mechanism of skin deformation.The skin deformation of3D virtual human is one of the difficult problems in the field of3D character animation.So far, there are not any graphics models which can imitate the real model of human body realistically for the complexity of human body. For this reason, researchers often can not get the same effect with the real human body in the process of skin deformation. So, they begin to construct a more realistic model, but this way will increase the amount of computation. In response to above problems, this thesis uses the surface model which has only skeleton and skin layer to build the model of human body, and then achieves the simulation of skin deformation through appropriate algorithm. Firstly, in terms of the modeling of skeleton layer, this thesis establishes a simplified joint model which is hierarchical based on the standard of H-Anim, and besides builds a kinematic model between the joints; Secondly, in terms of the modeling of skin layer, this thesis achieves the data of skin model by parsing and reading the file of skin model which is exported from Poser, and then maps the skin model through the OpenGL; Furthermore, this thesis extracts the skeleton of the skin model for the lack of joints data, and then proposes a method named "bone projection approximation " to calculate the weight of vertices; Finally, this thesis proposes a new method based on quadratic Bezier curves to adjust the area of skin collapse after analyzing the cause which the linear blend skinning is easy to produce collapse and the disadvantages of using dual quaternion to solve this problem.Experimental results indicate that the human model and the algorithm of skin deformati-on which used in this thesis can achieve an good effect.
Keywords/Search Tags:Virtual human, Skin deformation, Linear blend skinning, Dual quaternion, Bezier
PDF Full Text Request
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