Data processing method of 3D motion capture based on bone constraint

Pengyue Dong, Yu Zhang, Zihao Zhang
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Abstract

In recent years, human 3D motion technology has been widely used in computer games, film production and animation industry. However, the data collected by professional motion capture equipment inevitably has noise and outliers. To solve this problem, this paper proposes a method of 3D motion capture data processing based on bone constraints. Firstly, the original data captured by the equipment is transformed into joint angle sequence by inverse kinematics method; secondly, the discrete joint angles are processed by Gaussian filtering; secondly, the human joint sequence is reconstructed by forward kinematics combined with the characteristics of human skeleton; finally, the experiment shows that the path of the joint point sequence processed by this method is significantly lower than that of the original data. The experimental results verify the feasibility and accuracy of the method.
基于骨约束的三维运动捕捉数据处理方法
近年来,人体三维运动技术被广泛应用于电脑游戏、电影制作和动画行业。然而,专业动作捕捉设备收集的数据不可避免地存在噪声和异常值。针对这一问题,本文提出了一种基于骨骼约束的三维运动捕捉数据处理方法。首先,利用运动学逆解方法将设备采集的原始数据转化为关节角度序列;其次,对离散关节角进行高斯滤波处理;其次,结合人体骨骼的特点,利用正运动学方法重构人体关节序列;最后,实验表明,该方法处理后的节点序列路径明显低于原始数据的路径。实验结果验证了该方法的可行性和准确性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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