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基于关节约束的人体建模研究

Research on Joints Biomechanical Restriction in Person Modeling

【作者】 李波

【导师】 费耀平;

【作者基本信息】 中南大学 , 计算机应用技术, 2011, 硕士

【摘要】 随着计算机技术全面进入3D时代,针对虚拟人的研究引起越来越多学者的关注。这一课题在影视动画、虚拟现实、工业设计等方面具有广阔的应用前景。人体模型由线框模型向3D分层模型进化,建模方法结合了三维构型、运动检测、数学分析以及生物力学、解剖学等多方面的知识,成为各个国家计算机图形学专家竞相研究的热点。但对于视觉上可接受的,用于三维动画的人体模型的研究还不多。本文首先总结各种建立人体模型的方式,并且分析了其中的优缺点,重点研究分层模型的骨骼层,根据人体解剖学的原理,将关节点的约束用数学方式表示,然后将这些生理约束条件添加到骨骼层的各个关节中,从而改进了分层模型的人体建模方式。基于改进后的分层模型,本文详细介绍了关节变换的过程及求解方式,重点研究了当前使用最多的后向动力学方法,提出了一种基于生理约束条件的后向动力学研究方法,通过在每次求解末端位置的迭代中加入关节点生理约束的测试,从而使人体运动的真实感更强。将上述研究成果应用到开源软件blender中,由于骨骼模型中的关节点加入生理约束条件,通过和原有动画进行对比可以看出人体转弯过程更加自然和逼真,在运动过程中将生理约束条件加入到IK算法中,通过和原有抓取物体动画进行对比可以看出抓取的动作更符合人体的运动学原理。

【Abstract】 With a comprehensive computer technology into the 3D era, the virtual human research has attracted the attention of many scholars. The subject in the film and television animation, virtual reality, industrial design, so as to have broad application prospects. Human body model to the 3D wire-frame model by the hierarchical model of evolution, a combination of three-dimensional modeling method configuration, motion detection, mathematical analysis, as well as bio-mechanics, anatomy, and many other knowledge and become experts in all competing for the national study of computer graphics hot. However, visually acceptable for the three-dimensional animated model of the human body yet.In this paper, summing up the various ways the establishment of the human body model, and analyzed the advantages and disadvantages of hierarchical model focuses on skeletal layer, in accordance with the principles of human anatomy, a key point will be bound by the mathematical way, and then bound by these physiological conditions added to the bone joints in the various layers to improve the hierarchical model of the human body modeling. Improved based on the hierarchical model, this article details the process of joint transformation and solution methods, focus on the current most commonly used method to the dynamics, a physiological condition based on the research methods to the dynamics through position to solve the end of each iteration of the key points to include the physical constraints of testing, so that more realistic human movement.The results of the study will be applied to the open-source software in the blender, as the bones of the joint point of the model by adding physical constraints, the adoption and the original animation can be seen comparing the process of turning the body a more natural and realistic, the process in motion physiological constraints added to the IK algorithm, crawl through and the original animated objects can be seen crawling compared the action more in line with the principle of human body kinematics.

【关键词】 人体建模分层模型骨骼模型blender
【Key words】 body modelinghiberarchy modelskeleton modelblenderz
  • 【网络出版投稿人】 中南大学
  • 【网络出版年期】2012年 01期
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