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Virtual human dynamic model-based method for extracting human skeletons

A dynamic model and bone extraction technology, applied in 3D modeling, image data processing, instruments, etc., can solve problems such as lack of joint motion information and difficulty in accurately extracting joint point positions.

Inactive Publication Date: 2011-07-20
BEIHANG UNIV
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0008] In short, the problems of the current method are: based on the static model, since there is only one pose and lack of joint motion information, it is difficult to accurately extract the joint point position only with the geometric information of the model and a simple criterion; based on the dynamic model, it is required to input In the animation sequence of the model, the accuracy of joint point positioning is related to whether the animation data can fully reflect the movement of each joint

Method used

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  • Virtual human dynamic model-based method for extracting human skeletons
  • Virtual human dynamic model-based method for extracting human skeletons
  • Virtual human dynamic model-based method for extracting human skeletons

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Embodiment Construction

[0017] The method for extracting human bones and determining the orientation based on the geodesic model is characterized in that it comprises the following steps:

[0018] (1) Reference model selection

[0019] The present invention takes multiple grid models of the same virtual person with different postures as input, and each grid model is a set of vertex data, which stores the position and connection information of each vertex. The present invention uses the model of any one of the postures as a reference model to prepare for the following steps.

[0020] (2) Construct multi-dimensional vectors of triangular faces and cluster them

[0021] Because when the virtual human mesh moves, the triangle patches that usually belong to the same bone control will have similar transformation matrices, so the present invention first selects any model from a plurality of model sequences with different poses according to the description of step (1) as The reference model, with the trian...

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Abstract

The invention discloses a virtual human dynamic model-based method for extracting human skeletons, which is mainly used for automatically extracting the human skeletons through vertex clustering. The method comprises the following steps of: firstly, selecting one posture as a reference posture, calculating a transformation matrix of a corresponding triangular facet between other postures and the reference posture with the triangular facet as a base unit, then converting the transformation matrix into a multidimensional vector, clustering the multidimensional vector, blocking a human body, and solving center points of block joints; and then solving five characteristic points of a head, two hands and two feet of the human body by utilizing a geodesic distance and human physiological characteristics, then sequentially connecting the center points of the block joints starting from the five characteristic points so as to form the main skeletons, such as palms, lower arms, upper arms, foot soles, legs, thighs, the head, a trunk and the like of the human body, wherein the center points of the block joints are human articulation points.

Description

technical field [0001] The invention relates to a human skeleton extraction method of a virtual human dynamic model, which is mainly used for computer human animation. Background technique [0002] Virtual human animation technology is an important part of virtual reality technology. It mainly uses computer graphics and image technology, combined with kinematics and dynamics methods to drive the three-dimensional human body model to move. There are mainly two ways of model animation, vertex animation and skeletal animation. In vertex animation, each frame of animation is actually a specific pose of the human model. By interpolating between frames, a smooth animation effect is obtained. In skeletal animation, a human model has a skeletal structure of interconnected "bones" that animate the model by changing the orientation and position of the bones. Skeletal animation takes up less space than vertex animation, because it does not need to store the data of each vertex of ea...

Claims

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Application Information

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IPC IPC(8): G06T19/00G06T17/00
Inventor 郝爱民赵永涛吴伟和
Owner BEIHANG UNIV
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