基于肌肉骨骼模型的视频物理运动重建

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Libo Sun, Rui Tian, Wenhu Qin
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引用次数: 0

摘要

我们提出了一种结合人体姿态估计和人物动画物理模拟的新方法。我们的方法允许角色从视频中捕捉的演员技能中学习,随后在物理模拟环境中以高保真度重建动作。首先,基于人体肌肉骨骼系统的特征建模,利用拉格朗日运动方程建立了系统的完整动力学模型。接下来,我们采用姿态估计方法对输入视频进行处理,生成人体参考运动。最后,设计了由轨迹跟踪层和肌肉控制层组成的分层控制框架。轨迹跟踪层的目标是最小化参考运动位姿与实际输出位姿之间的差异,肌肉控制层的目标是最小化目标扭矩与实际输出肌肉力之间的差异。这两层通过比例微分控制器传递参数来相互作用,直到达到期望的学习目标。一系列复杂的实验结果表明,我们提出的方法可以从不同复杂程度的视频中学习产生具有高相似性的高质量运动,并且在存在肌肉挛缩无力扰动的情况下保持稳定。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Physical based motion reconstruction from videos using musculoskeletal model

Physical based motion reconstruction from videos using musculoskeletal model

We propose a novel method that combines human pose estimation and physical simulation of character animation. Our approach allows characters to learn from the actor's skills captured in videos and subsequently reconstruct the motions with high fidelity in a physically simulated environment. Firstly, we model the character based on the human musculoskeletal system and build a complete dynamics model of the proposed system using the Lagrange equations of motion. Next, we employ the pose estimation method to process the input video and generate human reference motion. Finally, we design a hierarchical control framework consisting of a trajectory tracking layer and a muscle control layer. The trajectory tracking layer aims to minimize the difference between the reference motion pose and the actual output pose, while the muscle control layer aims to minimize the difference between the target torque and the actual output muscle force. The two layers interact by passing parameters through a proportional differential controller until the desired learning objective is achieved. A series of complex experimental results demonstrate that our proposed method can learn to produce comparable high-quality motions with high similarity from videos of different complexity levels and remains stable in the presence of muscle contracture weakness perturbations.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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