基于约束的人体运动编辑技术研究
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摘要
近年来,随着运动捕获技术的发展,大量的具有较强真实感的人体运动捕获数据被生成并广泛地应用于计算机动画制作的各个领域。但随之而起的问题是如何更方便、高效地利用运动捕获数据进行计算机人体动画的创作。过去几年中可以看到应用在不同运动编辑工作中的新技术迅速增加,包括一些应用于运动编辑中的商业软件也层出不穷。人体运动编辑工具已经成为计算机动画中最活跃的研究领域之一,并且这一领域在理论和实践上都取得了令人振奋的成就。
     研究基于约束的人体运动编辑技术,这些技术能够改变运动的同时保留特定的空间特征。研究人体运动编辑技术的基本理论,对人体层次关节链模型以及运动进行描述,介绍了四元数,给出基于约束的运动编辑的定义。考察不同种类的基于约束的运动编辑方法,根据这些方法施加时间约束的机制的不同对其进行分类。研究了基于关键帧编辑技术、按帧编辑技术、滤波结合按帧编辑技术以及基于时空约束的编辑技术。重点研究了基于关键帧方法以及信号处理与按帧编辑结合的方法,提取了各种改进算法。在此基础上讨论了几种基于约束的运动编辑方法的优缺点并且对它们进行比较,分析了各种技术的适用场合。
     利用Matlab、Maya、Motionbuilder等工具实现了各种技术的仿真,并实现了一个小型的运动编辑系统。表现出了各种技术的效果,从而体现了各种技术的差别。
Recently, with the development of technology of motion capture, computer animation has made great progress, and has been widely used in many areas. However, problems occur concerning how to produce animation efficiently and effectively using motion capture data. The past few years have witnessed an explosion of new techniques for various motion editing tasks, as well as the deployment of commercial tools. Tools for assisting with editing human motion have become one of the most active research areas in the field of computer animation and the area has demonstrated some stunning successes in both research and practice.
     This paper explores the range of constraint-based techniques used to alter motions while preserving specific spatial features. This paper researches the basic theory of human motion editing with describing the human skeleton hierarchical skeleton model and human motion, introducing the quaternion. After providing the definition of constraint-based motion editing methods, the inverse kinematics solver that solve the spatial constraints is analyzed. This thesis examines a variety of methods, and then defining a taxonomy of these methods that is categorized by the mechanism employed to enforce temporal constraints. Then this paper researches the keyframe-based method、frame-based method、frame-based plus filtering method and the spacetime method which are included in the taxonomy, analyze their performance comparing and contrasting the methods to understand the problems for which each is appropriate.
     The simulation of each constrain-based motion editing methods which represent the different performance of different method is created based on Motionbuilder and Maya. A small human motion editing system is created.
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