在此背景下,基于运动捕获数据的动画研究,已经成为近年来计算机图形学领域的一大热点。
Under this background, motion capture data based animation has been a hot topic in Computer Graphics recently.
随着运动捕获数据数量的日益增长,目前基于实例的运动合成技术成为人体动画的主流研究方向,运动库在其中扮演着核心的角色。
With the rapid increase of motion data, example-based motion synthesis technologies are the promising research field in human motion animation, where motion database ACTS as the key role.
但是就其技术本身而言,运动捕获技术是对运动的复制,所获取的数据只能在特定的环境下应用。
But as to the technique itself, motion capture is the reconstruction of real motion, and the data it captured can be used only in specific environment.
因此,基于运动捕获数据的方法在近年来成为角色动画研究的主要热点。
Therefore, in recent years, methods of motion capture based become a hot spot in character animation studies.
在第四章中,介绍了基于分层曲线简化算法的运动捕获数据关键帧提取技术。
In the fourth chapter, we present a layered curve simplification based keyframe extraction method from MoCap data.
已有的运动捕获方法虽然可以获得逼真的运动数据,但使用不便、代价昂贵的缺点限制了其应用。
Although the motion capture method can provide highly detailed motion data, it is too expensive and cumbersome for commercial use.
即使通过建立运动捕获数据库,配合相关选择算法能实现一定程度上的交互,但这种交互也是具有相当大的局限性。
Even through the establishment of motion capture databases, with a relevant selection algorithm can achieve a certain degree of interaction, but this interaction is also considerable limitations.
目前运动图方法中存储的仅仅是少数运动捕获数据,这种方法使得运动图的表示能力有限,用户的控制精度不高。
In existing methods, motion capture data is directly stored in motion graphs, which limits the capacity of the synthesized motion and the user's control accuracy.
无论我们谈论足球、赛车还是帆船的体育运动,捕获、存储和分析数据方面的进步正在影响体育行业的方方面面。
Whether we talk about football, car racing or sailing, advances in the capture, storage and analysis of data are affecting just about every aspect of sports.
就将原始固定为线性结构的运动捕获数据重构为灵活性更好的图状结构的运动图。
After that, linear structure of the original motion data is reconstructed as more flexibility graphic structure.
根据所获取的运动数据(来自运动捕获),通过更新控制顶点来更新角色模型,从而实现角色的实时动画。
The modeling method is rapid. Furthermore, By using motion data to update control points, character model is renewed, Therefore, character animation is implemented. Such animation can be real time.
该方法可概括为分割、检索、合成三个步骤首先通过聚类将连续运动捕获数据分割为运动基元;
The innovations of this paper are listed as follows:(1) A new virtual human motion synthesis technology based on motion capture data is proposed.
该方法可概括为分割、检索、合成三个步骤首先通过聚类将连续运动捕获数据分割为运动基元;
The innovations of this paper are listed as follows:(1) A new virtual human motion synthesis technology based on motion capture data is proposed.
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