虚拟人骨骼结构的多刚体系统建模方法研究
Research on Skeleton Modeling Method for Virtual Human Based on Multi-rigid-body System Theory
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摘要: 提出了一种虚拟人骨骼结构的多刚体系统模型,可有效地克服DH表示法只能适用于单链结构的缺陷.首先通过合理的简化与假设,给出了一种16关节、39自由度的虚拟人简化模型;然后将该虚拟人模型抽象成为一个各肢体间通过机械转动铰相连的多刚体系统;最后引入树模型与低序体阵列来表达虚拟人的骨骼结构.分析结果表明,文中方法除能够自然地表达虚拟人的复杂分支结构外,还可以容易地实现虚拟人模型的任意分辨率扩展,并具备递归计算的优点,具有广泛的适用性.Abstract: A skeleton modeling method for virtual human is presented based on multi-rigid-body system theory. It can efficiently overcome the limitations of the DH-notation which is only applicable to serial open chains. First, a simplified virtual human model with 16 joints & 39 DOFs is proposed. This is based on reasonable reduction and assumption on both motion joints and DOFs, and only those key joints and DOFs which can mostly express the low-frequency characteristic of human motion are kept. Then the virtual human model is abstracted as a multi-rigid-body system whose limbs and trunk are coupled with mechanical revolute joints. This can be done once the anatomical characteristic of joints and bones is ignored. Finally the multi-body tree model and lower body array are introduced to represent the skeleton structure of the virtual human. The simulation results show that our model could naturally exhibit the complex branch feature of virtual human and could easily realize arbitrary resolution extension for the human model. Besides, recursive computation can also be achieved easily.
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