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基于動(dòng)捕信息的虛實(shí)交互技術(shù)研究

發(fā)布時(shí)間:2018-04-18 08:18

  本文選題:運(yùn)動(dòng)捕捉技術(shù) + 數(shù)據(jù)處理; 參考:《北方工業(yè)大學(xué)》2017年碩士論文


【摘要】:隨著虛擬現(xiàn)實(shí)技術(shù)的發(fā)展,虛實(shí)交互技術(shù)逐漸成為研究熱點(diǎn)和難點(diǎn)。虛實(shí)交互是將計(jì)算機(jī)生成的虛擬場(chǎng)景與真實(shí)世界場(chǎng)景相互融合的一種技術(shù),它是獲取真實(shí)世界中物理對(duì)象的運(yùn)動(dòng)軌跡,實(shí)現(xiàn)真實(shí)場(chǎng)景和虛擬場(chǎng)景之間的自然交互,呈現(xiàn)給用戶一種全新的人機(jī)交互體驗(yàn)環(huán)境。傳統(tǒng)的虛實(shí)交互技術(shù)應(yīng)用局限較多,體驗(yàn)感差。本文主要研究基于動(dòng)捕信息的虛實(shí)交互技術(shù),最終設(shè)計(jì)并實(shí)現(xiàn)了一個(gè)沉浸感良好和實(shí)時(shí)效率較高的虛實(shí)交互系統(tǒng)。本文的主要研究成果如下:(1)針對(duì)人體實(shí)時(shí)交互過程中標(biāo)記點(diǎn)被干擾產(chǎn)生噪聲數(shù)據(jù)的問題,研究并設(shè)計(jì)了基于卡爾曼濾波算法的標(biāo)記點(diǎn)位置預(yù)測(cè)方法。人體作為一種新型的數(shù)據(jù)輸入方法,通過運(yùn)動(dòng)捕捉設(shè)備采集人體運(yùn)動(dòng)數(shù)據(jù)時(shí),身上粘貼的標(biāo)記點(diǎn)間可能存在相互干擾,要對(duì)標(biāo)記點(diǎn)位置進(jìn)行優(yōu)化。首先,分析人體骨骼結(jié)構(gòu),完成人體簡(jiǎn)單幾何模型的構(gòu)建;然后,根據(jù)人體的運(yùn)動(dòng)特點(diǎn),構(gòu)建出人體的層次結(jié)構(gòu)模型;最終,基于人體的層次結(jié)構(gòu)采用卡爾曼濾波算法來估計(jì)下一幀標(biāo)記點(diǎn)的方位信息對(duì)數(shù)據(jù)進(jìn)行處理,提高標(biāo)記點(diǎn)跟蹤的準(zhǔn)確性。實(shí)驗(yàn)驗(yàn)證表明,本文的基于卡爾曼濾波的標(biāo)記點(diǎn)位置預(yù)測(cè)方法使數(shù)據(jù)更加平滑。(2)針對(duì)虛擬場(chǎng)景中交互的穿越問題,研究并設(shè)計(jì)了基于層次包圍盒的碰撞檢測(cè)方法。首先,對(duì)包圍盒分層構(gòu)建和遍歷,用該包圍盒替代虛擬對(duì)象進(jìn)而判斷物體間是否發(fā)生碰撞;然后,基于該碰撞檢測(cè)算法引入U(xiǎn)nity3d游戲引擎開發(fā)的多種碰撞器,并根據(jù)虛擬對(duì)象的幾何特征組合碰撞器,對(duì)于發(fā)生碰撞的物體及時(shí)做出響應(yīng)。實(shí)驗(yàn)驗(yàn)證表明,本文研究的基于層次包圍盒的碰撞檢測(cè)方法有效地提高了碰撞檢測(cè)的效率,并防止發(fā)生穿越。(3)為了更好的應(yīng)用以上兩個(gè)方法,設(shè)計(jì)并實(shí)現(xiàn)了一個(gè)虛實(shí)交互系統(tǒng)。本文為了實(shí)現(xiàn)參與者對(duì)虛擬對(duì)象的動(dòng)作、位置、朝向、姿態(tài)的控制,劃分了幾何模型構(gòu)建模塊、數(shù)據(jù)處理模塊、碰撞檢測(cè)模塊、虛實(shí)交互模塊,最終完成了系統(tǒng)。系統(tǒng)運(yùn)行效果表明,基于動(dòng)捕信息的虛實(shí)交互系統(tǒng)能夠較好的實(shí)現(xiàn)人與剛體、剛體與剛體、人與純虛模型的多種虛實(shí)和虛虛交互。
[Abstract]:With the development of virtual reality technology, virtual reality interaction technology has gradually become a hot and difficult point.Virtual interaction is a kind of technology that combines the computer generated virtual scene with the real world scene. It is to obtain the movement track of the physical object in the real world and to realize the natural interaction between the real scene and the virtual scene.Presents the user a kind of brand-new human-machine interaction experience environment.The traditional virtual reality interaction technology has many limitations and poor experience.This paper mainly studies the virtual and real interaction technology based on moving capture information, and finally designs and implements a virtual reality interaction system with good immersion and high real time efficiency.The main research results of this paper are as follows: (1) aiming at the problem of the noise data caused by the interference of the mark points in the human real-time interaction process, this paper studies and designs a method for prediction of the location of the mark points based on Kalman filtering algorithm.As a new data input method, the human body may interfere with each other when collecting human motion data by motion capture equipment, so the location of labeled points should be optimized.First, analyze the human skeleton structure, complete the construction of the simple geometric model of the human body; then, according to the characteristics of human movement, construct the hierarchical structure model of the human body; finally,Based on the hierarchical structure of human body, Kalman filter algorithm is used to estimate the orientation information of the next marker point to process the data to improve the accuracy of the tracking of the mark point.The experimental results show that the method based on Kalman filter makes the data smoother. (2) aiming at the problem of interaction traversing in virtual scene, the collision detection method based on hierarchical bounding box is studied and designed.Firstly, the bounding box is constructed and traversed in layers, the bounding box is used to replace the virtual object to judge whether there is collision between objects, and then, based on the collision detection algorithm, a variety of colliders developed by Unity3d game engine are introduced.According to the geometric features of virtual object, the collider can respond to the colliding object in time.Experimental results show that the proposed collision detection method based on hierarchical bounding box can effectively improve the efficiency of collision detection and prevent the collision detection from occurring. (3) in order to better apply the above two methods, a virtual and real interactive system is designed and implemented.In order to control the action, position, orientation and attitude of the virtual object, this paper divides the geometric model building module, the data processing module, the collision detection module, the virtual interaction module, and finally completes the system.The results show that the virtual interaction system based on moving capture information can realize the interaction between human and rigid body, rigid body and rigid body, and virtual interaction between human and pure virtual model.
【學(xué)位授予單位】:北方工業(yè)大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:TP391.9

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