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Virtual Digital Human Adaptive Algorithm Based On Inverse Kinematics

Posted on:2024-03-02Degree:MasterType:Thesis
Country:ChinaCandidate:K WangFull Text:PDF
GTID:2568306944960929Subject:Electronic Science and Technology
Abstract/Summary:PDF Full Text Request
With the development of society and science and technology,virtual digital human technology has become an indispensable part of virtual reality technology.However,in the current research process of digital human technology,in order to realize the adaptive action of digital human efficiently and realistically on the basis of motion capture,the focus is on the interaction between digital human and itself,and between themselves and objects,namely,the movement and control of digital human limbs.In this thesis,the body control and body movement of digital people are studied in the following two aspects:(1)there will be a series of problems in the process of motion capture such as area limitation and foot slip.In order to solve the above problems,this paper studies and designs a motion system,foot IK algorithm and hand object IK algorithm on the basis of inverse kinematics,which can make the system mode of digital man switch freely between motion capture and motion system control.The research and implementation of foot IK algorithm and hand object IK algorithm can effectively solve the clumsy problems in the process of digital people interacting with the outside world.(2)self-contact is an important attribute of human body language and dynamics,and it is very important for characters of different body types to show the same scene semantics when the process involves close interactions of self-contact in different parts of the character.In this paper,a contact redirection algorithm based on inverse kinematics is proposed to study and optimize the traditional TwoBoneIK algorithm.Aiming at the role model redirection of the same topology structure,the calculation algorithm of end effector position is designed by using the relationship between vertices.Finally,the role models with different body types can achieve the same semantic effect for the same contact action without wearing the mold,so as to achieve the real sense of contact redirection.Finally,the Unreal Engine is used to realize and verify the effect of the above motion system and algorithm.
Keywords/Search Tags:Visual human, Locomotion System, Retarget, Inverse Kinematics, Unreal Engine
PDF Full Text Request
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