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Sports interactive animation producing method

An interactive and competitive technology, applied in the direction of animation production, image data processing, 3D image processing, etc., can solve the problem that the target behavior situation parameters cannot be guaranteed

Inactive Publication Date: 2009-08-26
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, this method can only guarantee the natural transition of interactive behavior, but cannot guarantee that the searched target behavior is most in line with the current situation parameters.

Method used

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  • Sports interactive animation producing method
  • Sports interactive animation producing method
  • Sports interactive animation producing method

Examples

Experimental program
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Embodiment

[0101] (1) In this embodiment, the feature set {Φ of the training samples in the boxing video is obtained n}. Here the feature Φ i ={D i , O i , V i} is a set of vectors used to evaluate the current boxing confrontation situation, including the distance D between the characters i , the character's orientation O i , and the velocity V of the character relative to the world coordinate system i , in this embodiment, these vector values ​​are obtained by manually marking the first frame of the video and performing automatic tracking.

[0102] In this embodiment, 50 sets of boxing sample data are collected, and the observation value M is obtained from the training samples i The corresponding sample feature set {Φ Mi}, first define the observation value as a set of vectors, including the visual features corresponding to different states in the state set balance, defense and attack, the state and the transition graph between the states are as follows figure 2 Shown; in this...

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PUM

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Abstract

The invention discloses a ports interactive animation producing method. In the method, a layered frame is adopted to built a model for the interactive motion flow, namely in a state layer and in a motion layer. In the state layer, a finite state machine is built to simulate the conversion between the states in the interactive motion. In the motion layer, a mixed method is used to produce the motion choice according with the opposing situation between the present parts in an opposing state. For solving the problem that the data is captured by the single-part motion without the interactive action between the parts, the invention adopts a machine study and experience rule mixed method to capture and simulate the interactive action between the parts, the good effect is obtained, the produced animation has visual nature and trueness.

Description

technical field [0001] The invention relates to a method for generating competitive interactive animation, in particular to a method for generating animation by using mixed empirical rules and machine learning models to simulate interactive behavior in competitive interactive motion based on the motion capture data of a single character, belonging to The field of machine learning and intelligent animation creation. Background technique [0002] Interactive character animation is very common in currently popular games and movies, and the research and application of this part of character animation has become the focus of attention in the academic and industrial circles. The interactive behaviors we mentioned fall into two categories: synchronous interactive behaviors and asynchronous interactive behaviors. Among them, asynchronous interactive behavior with a competitive nature occurs in various forms of competitive sports, such as boxing, taekwondo, and karate, so it is also...

Claims

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Application Information

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IPC IPC(8): G06T15/70G06T17/00G06T13/40
Inventor 庄越挺梁璋肖俊陈成
Owner ZHEJIANG UNIV
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