虚拟人运动控制交互平台

Antonio Benítez, Ignacio Huitzil
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引用次数: 3

摘要

虚拟人正越来越多地应用于不同的领域。虚拟人建模需要考虑属于不同抽象层次的方面。这项工作介绍了在虚拟人层次结构上建立两个阶段后获得的结果。首先对虚拟人进行建模,然后应用正运动学对虚拟人进行动画处理。这一发展的目的是有一个互动平台,允许运动的每53个关节涉及人体模型提出。此外,这种运动控制允许我们继续工作,直到我们达到行为和认知阶段。在windows平台上对虚拟人进行了躯干和四肢运动关节的仿真。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interactive platform for kinematic control on virtual humans
Virtual humans are being increasingly used in different domains. Virtual human modeling requires to consider aspects belonging to different levels of abstractions. This work presents the results obtained after building two stages on the virtual humans hierarchy. Initially, we have modeled a virtual human, next, forward kinematic to animate the virtual human has been applied. The aim of this developed is to have an interactive platform that allows to give movement to every of 53 articulations involved on human model proposed. Besides, this kinematic control allow us to go on working until we can reach the behavioral and cognitive stages. Simulation using a windows platform where the virtual human is moving articulations belong the trunk and extremity are presented.
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