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基于Kinect網(wǎng)絡的實時動作捕捉與比對系統(tǒng)的設(shè)計與實現(xiàn)

發(fā)布時間:2018-07-03 00:23

  本文選題:動作捕捉 + 對比分析 ; 參考:《山東大學》2017年碩士論文


【摘要】:動作捕捉在游戲、動漫、教育培訓等領(lǐng)域有著廣泛的應用。目前,隨著虛擬現(xiàn)實(Virtual Reality,VR)技術(shù)的蓬勃發(fā)展,實時動作捕捉也成為眾多VR系統(tǒng)的必備組成部分,支持用戶與VR內(nèi)容進行自然交互。其中,微軟公司2010年推出的動作捕捉設(shè)備Kinect,因其成本比較低、便攜、運行可靠等優(yōu)點而得到廣泛應用。但是目前的Kinect捕獲范圍有一定限制,而且只能較好對用戶的正面動作進行捕捉。當用戶側(cè)身朝向Kinect時,Kinect無法正常采集用戶骨骼關(guān)節(jié)點數(shù)據(jù),從而限制了其應用范圍。本文研究背景是虛擬太極拳學習環(huán)境的建設(shè),需要全方位捕捉與再現(xiàn)太極拳學習者的動作,并與標準動作進行比對分析。為此,本文設(shè)計和開發(fā)了一個基于多Kinect的360度全方位動作捕捉系統(tǒng)。本文通過研究分析已有的動作捕捉系統(tǒng),尤其是基于光學的動作捕捉系統(tǒng),并結(jié)合Kinect的技術(shù)特性,在利用傳統(tǒng)光學攝像機校正算法的基礎(chǔ)之上,融合多Kinect之間骨架數(shù)據(jù)接力算法和Kinect數(shù)據(jù)的濾波算法,研發(fā)了一個基于Kinect網(wǎng)絡的動作捕捉和對比分析系統(tǒng)。其中,動作對比分析用于兩組動作數(shù)據(jù)之間的對比,給出不符合標準的關(guān)節(jié)點改進意見,并且給出整個動作的一個量化的標準度分數(shù)。系統(tǒng)主體部分采用Unity3D進行開發(fā)渲染;Kinect數(shù)據(jù)服務器端是WPF工程進行開發(fā)的;而校正計算部分使用MatLab完成;不同技術(shù)模塊間則通過網(wǎng)絡通信的方式聯(lián)系在一起構(gòu)成整個系統(tǒng)。針對不同的任務需求使用不同的技術(shù)進行開發(fā),提高了開發(fā)速度和可維護性。
[Abstract]:Action capture in the game, animation, education and training has a wide range of applications. At present, with the rapid development of virtual reality (VR) technology, real-time motion capture has become an essential part of many VR systems, supporting users to interact with VR content naturally. Among them, Kinect, a motion capture device introduced by Microsoft in 2010, has been widely used because of its advantages of low cost, portable and reliable operation. However, the current Kinect capture range is limited, and can only capture the positive actions of users. When the user is sideways facing Kinect, Kinect can not collect user's skeleton node data normally, which limits its application range. The research background of this paper is the construction of virtual Taijiquan learning environment, which needs to capture and reproduce the actions of Taijiquan learners in all directions, and compare and analyze with the standard movements. Therefore, this paper designs and develops a 360-degree motion capture system based on multi-Kinect. By studying and analyzing the existing motion capture system, especially the motion capture system based on optics, and combining the technical characteristics of Kinect, this paper makes use of the traditional optical camera correction algorithm. A motion capture and contrast analysis system based on Kinect network is developed by combining the relay algorithm of skeleton data between multi-Kinect and the filtering algorithm of Kinect data. The action contrast analysis is used to compare the two groups of action data, and the improvement advice of the non-standard gate node is given, and a quantized standard score of the whole action is given. The main part of the system uses Unity3D to develop and render Kinect data server, which is developed by WPF project, while the correction calculation part is completed by MATLAB, and the different technical modules are connected together through the way of network communication to form the whole system. The development speed and maintainability are improved by using different technologies to meet different task requirements.
【學位授予單位】:山東大學
【學位級別】:碩士
【學位授予年份】:2017
【分類號】:TP391.9

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