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Kinect-based body shape adaptive three-dimensional virtual human body model building method and animation system

A human body model and three-dimensional virtual technology, applied in animation production, image data processing, instruments, etc., can solve the problems of low animation reuse rate, complicated use and operation, and difficulty in getting started, so as to enhance the sense of reality and fun, and make production easy Effect

Inactive Publication Date: 2018-11-23
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Generally, commercial animation software such as Maya and 3DMax can produce 3D virtual human animations, but the use of these software is complex and requires a lot of work. The use process relies on previous experience, and it is difficult to get started. Professionals are often required to operate
Human body modeling and animation production process require a lot of human-computer interaction, and the computer can only support graphics drawing and display, which requires a lot of energy for animators
If there are animated characters of different sizes in the animation, different animated character models need to be provided, and the animation reuse rate produced in this way is not high. If you want to change the action of the 3D virtual human, you need to recreate a set of animations

Method used

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  • Kinect-based body shape adaptive three-dimensional virtual human body model building method and animation system
  • Kinect-based body shape adaptive three-dimensional virtual human body model building method and animation system
  • Kinect-based body shape adaptive three-dimensional virtual human body model building method and animation system

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Experimental program
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Embodiment 1

[0070] see figure 1 , a Kinect-based adaptive three-dimensional virtual human body model construction method, comprising the following steps:

[0071] S1, Kinect real-time scanning to obtain the color image and depth image of the human body;

[0072] S2. Using the acquired color image and depth image to identify the human body;

[0073] When identifying the human body, if the human body is not recognized, the color image and the depth image are acquired again, and if the human body is recognized, step S3 is performed;

[0074] S3. Obtain human body joint point data in the identified human body; when identifying human body joint points, if all relevant nodes are not obtained, then re-acquire the color image and depth image, and if all relevant nodes of the human body are obtained, then perform step S4;

[0075] S4. Smoothing the human body joint point data;

[0076] S5. Acquiring human hip width data and human body height data;

[0077] S6. Calculating the ratio coefficient...

Embodiment 2

[0095] see figure 2 , a Kinect-based adaptive three-dimensional virtual human body animation system, said system comprising:

[0096] Image acquisition module, for utilizing Kinect to obtain color image and depth image;

[0097] A human body recognition module, configured to identify a human body using the acquired color image and depth image;

[0098] Human body joint point extraction module, used for human body joint point data in the identified human body;

[0099] Skeleton data smoothing processing module, used for smoothing human body joint point data;

[0100] The real human body shape extraction module is used to extract the human body hip width data and human body height data in the depth image;

[0101] Body proportion calculation module, used to calculate the proportion coefficient of real human body shape data and standard human body shape data;

[0102] The virtual human body shape adjustment module is used to adjust the fat and thin coefficient and the height...

Embodiment 3

[0119] see Figure 3.1-3.3 , standard human hip width data fitting, the steps are:

[0120] a) Select the standard human body;

[0121] b) Acquisition of the hip width data in the depth image at different distances from the standard human body to Kinect, such as Figure 3.1 ;

[0122] c) Invert the distance data from the human body to Kinect, such as Figure 3.2 ;

[0123] d) By least square curve fitting, the relationship between the distance after inversion and the hip width data in the depth image is obtained, such as Figure 3.3 .

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Abstract

The invention discloses a Kinect-based body shape adaptive three-dimensional virtual human body model building method. The method comprises the steps of acquiring color and depth images by utilizing Kinect; recognizing a human body from the images; extracting joint point data of the human body; performing smoothing operation on the joint point data of the human body; extracting the hip width and the body height of the real human body in the depth image; calculating a proportionality coefficient of body shape data of the real human body and a standard human body; adjusting a virtual human bodymodel through the proportionality coefficient; calculating a rotation matrix between skeletons; and performing skeleton movement and skin operation on the virtual human body model, and rendering the updated three-dimensional virtual human model. Correspondingly, the invention further provides a Kinect-based body shape adaptive three-dimensional virtual human body animation system. By utilizing a human body joint point recognition technology, a skeleton animation technology and a virtual reality technology of the Kinect, the three-dimensional virtual human body model suitable for the body shapeof the real human body is built, and the Kinect can be used for driving the virtual human body model to move; and the sense of reality can be enhanced, so that the user experience is greatly improved.

Description

technical field [0001] The invention relates to the fields of computer image processing and computer graphics, in particular to a Kinect-based body shape self-adaptive three-dimensional virtual human model construction method and an animation system. Background technique [0002] In recent years, virtual reality technology has become popular. Virtual reality technology is based on computer technology, through which one or more sensor devices can create a "virtual world" environment, allowing users to immerse themselves in it and interact with it. Virtual reality technology can provide users with visual, auditory, and tactile sensations, so that users have a feeling of being on the scene. [0003] 3D virtual human animation has a wide range of applications in industries such as games and movies. Generally, commercial animation software such as Maya and 3DMax can produce 3D virtual human animations, but the use of these software is complex and requires a lot of work. The use...

Claims

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Application Information

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IPC IPC(8): G06T13/40
CPCG06T13/40
Inventor 张明敏潘志庚王聪聪
Owner ZHEJIANG UNIV
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