Skeletal animation theory-based universal virtual person simulation technology

A skeletal animation and virtual human technology, applied in the field of virtual human simulation, can solve the problems of spending a lot of time learning, not providing virtual human simulation functions, limiting the development of virtual human simulation and engineering implementation, etc. The effect of improved control

Inactive Publication Date: 2011-10-12
NAVAL AERONAUTICAL & ASTRONAUTICAL UNIV PLA
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

There are even great differences between different versions of the same software. For example, DI-GUY4.3 uses an array to store the motion data of each joint, while DI-GUY5.0 and later uses a matrix to store the motion data. The original DI-GUY4.3 control method is completely If it fails, the code can only be completely rewritten; this will cause developers to spend a lot of time learning the virtual human simulation technology of various engines, and there are still a large number of engines that do not provide virtual human simulation functions, etc. These factors have increased The difficulty and workload of virtual human development limit the development and engineering realization of virtual human simulation

Method used

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  • Skeletal animation theory-based universal virtual person simulation technology
  • Skeletal animation theory-based universal virtual person simulation technology
  • Skeletal animation theory-based universal virtual person simulation technology

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Embodiment 1

[0031] Embodiment 1: The virtual human simulation technology is applied to a certain type of aircraft virtual ground maintenance training system, and the project is developed using the Vega Prime visual engine. Its specific implementation is as follows:

[0032] 1. Make virtual human models and actions. Make a virtual human model, bind bones to it, and make virtual human actions, and use the export plug-in to export them as geometric models and action data respectively;

[0033] 2. Use the skeletal animation model generation module to package the geometric model, action data, etc. into a skeletal animation model;

[0034] 3. Generate a virtual human rendering environment in Vega Prime, and use the control function of the virtual human rendering engine OpenGL version to add the virtual human to the virtual environment;

[0035] 4. Use human-computer interaction devices such as keyboards or joysticks to control the movement of the virtual person, click the operating parts on t...

Embodiment 2

[0036] Embodiment 2: Apply this virtual human simulation technology to the dynamic ergonomics analysis in the design of a certain type of ship. This project is developed based on Direct3D and is used to analyze the threat of ship construction to the safety of the crew's head.

[0037] Traditional ergonomics analysis software such as JACK is generally only used to complete static analysis and cannot perform dynamic analysis tasks. Therefore, this general-purpose virtual human simulation technology is used to realize dynamic ergonomics analysis. Its main development process is as follows:

[0038] 1. After designing the 3D model of the ship in the computer, import the ship model into the virtual environment, and establish an accurate collision detection bounding box for the ship.

[0039] 2. Generate a virtual human rendering environment, and use the control function of the virtual human rendering engine Direct3D version to add the virtual human model to the virtual environment....

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Abstract

The invention discloses a skeletal animation theory-based universal virtual person simulation technology. In the technology, a virtual person rendering engine (1), a geometrical model and animation data exporting plug-in (2) and a skeletal animation model generating module (3) are provided. The technology is characterized in that: virtual persons can be added for various virtual reality engines or game engines based on an open graphics library (OpenGL) or direct three dimensions (Direct3D). The development process of the technology comprises the following steps that: a developer manufactures a virtual person model and action by using modeling software, exports a geometrical model and animation data by using the exporting plug-in (2), generates a skeletal animation model by using the skeletal animation model generating module, and renders the virtual person in a simulation program by using the virtual person rendering engine (1).

Description

Technical field: [0001] The invention relates to the field of virtual human simulation, specifically a technology compatible with two graphics APIs of OpenGL and Direct3D, and realizing virtual human simulation in a virtual environment generated by OpenGL or Direct3D. Background technique: [0002] With the deepening of the application of virtual reality technology, it has become the mainstream of simulation training to train operators by establishing a virtual training system. Adding virtual people in the virtual environment to perform various simulation operations can enable users to obtain a stronger sense of immersion. At present, there are many engines, especially game engines, that provide support for virtual human characters, but most of these engines are suitable for the field of civilian simulation, and the support for land type, virtual instruments, distributed simulation, etc. is not professional enough. It meets the requirements of military simulation and is rare...

Claims

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Application Information

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IPC IPC(8): G06T13/40
Inventor 谢晓方赵维欧阳中辉李德栋乔勇军孙涛陈青华曹建
Owner NAVAL AERONAUTICAL & ASTRONAUTICAL UNIV PLA
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