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The Research Of Real-time Motion Retargeting Method Based On Kinect

Posted on:2016-01-27Degree:MasterType:Thesis
Country:ChinaCandidate:D T YangFull Text:PDF
GTID:2308330467482286Subject:Computer software and theory
Abstract/Summary:PDF Full Text Request
Traditional motion capture has many drawbacks including complex wearing, low realism,low real-time performance, strict environmental requrirements, and high cost. So we choosethe Kinect Xbox launched by Microsoft as the motion capture. As a new generation offull-freestyle somatosensory equipment, Kinect achieve the human skeleton trackingtechnology depending on sophisticated hardware and advanced machine learnig algorithms.On the other hand, retargeting technology is an important branch of animation editing andthen become more and more popular in sports, film and game industry. And the merits of themotion data significantly influence the performance of the avatar retargeting. With theaccuracy, portability and real-time of the Kinect motion capture, the paper makes a deep studyon how to combine the kinect and retargeting technology. Finally we achieve a retargetingsoftware based on the kinect.Firstly, this paper makes a deep study of the kinect skeleton tracking algorithm. And thenit achieves an interface repackage with the third-party libraries. So Kinect motion capture canbe a stand-alone module for test and migration. The module can ensure the data accuracy andsynchronization.Secondly, the paper proposes a solution to use BVH files to store the motion datapersistently.BVH is a simple and common data storage file, which can easily store the motiondata captured by kinect. And the data can be used in subsequent motion editing.Thirdly, the paper proposes a retargeting method based on the forward kinematics. Themethod finally get all joints’ position and quaternion in model coordinate system by usingforward kinematics with real-time motion data captured by kinect, then update the joints inrendering engine and drive the skin vertex moving finally.Fourthly, the paper proposes the principle of translation compensation and distortionprocessing mechanism to solve the vacant, penetration phenomenon and some joints lossphenomenon during the retargeting process.At the last, based on the above methods, combining the three-demensional graphicsengine named Ogre and Kinect APIs, the paper implements a complete real-time virtualhumans retargeting system.
Keywords/Search Tags:Kinect, retargeting, BVH, forward kinematics, translational compensation
PDF Full Text Request
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