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虛擬人三維服裝的研究和應(yīng)用

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  本文選題:分類應(yīng)變限制 切入點:質(zhì)點-彈簧模型 出處:《西南交通大學(xué)》2012年碩士論文 論文類型:學(xué)位論文


【摘要】:三維動態(tài)服裝仿真是一個相當(dāng)有趣的課題。它已經(jīng)吸引了動力學(xué)、計算機(jī)圖形學(xué)、服裝制圖、微分幾何等領(lǐng)域研究人員的注意。動態(tài)服裝仿真在動漫影視、網(wǎng)絡(luò)游戲、虛擬試衣和虛擬時裝表演等領(lǐng)域有著越來越廣泛的應(yīng)用。真實、高效的服裝仿真可以讓虛擬角色更加栩栩如生,使其具有強(qiáng)烈的三維視覺效果。 動態(tài)服裝仿真是當(dāng)今虛擬現(xiàn)實領(lǐng)域的熱點和難點問題之一。目前三維動態(tài)服裝仿真仍存在以下三個問題:第一,大多數(shù)仿真系統(tǒng)普遍采用四方形網(wǎng)格結(jié)構(gòu)的質(zhì)點-彈簧模型,而對于三角形網(wǎng)格結(jié)構(gòu)的質(zhì)點-彈簧模型研究較少;第二,對于動態(tài)服裝仿真的不合理形變大多數(shù)研究者采用人造阻尼力的方法,但是該方法會出現(xiàn)明顯的人工痕跡,影響到服裝仿真的真實感效果;第三,動態(tài)服裝仿真要得到連續(xù)流暢的仿真畫面需要保證較高的實時性,但是對于高分辨率大數(shù)量級服裝模型的動態(tài)仿真,實時性依然是一個很大的挑戰(zhàn)。 針對以上問題,本文提出了一個新穎的動態(tài)服裝仿真系統(tǒng)。系統(tǒng)中的服裝采用基于三角網(wǎng)格結(jié)構(gòu)的質(zhì)點-彈簧模型。為了實現(xiàn)服裝模型和人體模型的碰撞檢測及響應(yīng),系統(tǒng)在每幀動畫中都要在人體模型上重構(gòu)包圍盒樹。另外,為了防止動態(tài)服裝仿真中出現(xiàn)的不合理形變,本文提出了一種改進(jìn)的應(yīng)變限制方法。該方法是建立在傳統(tǒng)應(yīng)變限制理論上的,與傳統(tǒng)理論的不同之處在于該方法不是預(yù)定義各個主應(yīng)變方向上的應(yīng)變限制比,而是在每一幀動畫中動態(tài)地計算應(yīng)變限制比。另外,當(dāng)應(yīng)變限制理論應(yīng)用到高分辨率下的動態(tài)服裝仿真中時,系統(tǒng)存在實時性差的問題。為了改善系統(tǒng)的實時性,本文在應(yīng)變限制處理前先對服裝網(wǎng)格質(zhì)點進(jìn)行預(yù)判,這樣就能減少待處理點的數(shù)量。本文采用C++語言和OpenGL (Open Graphics Library)圖形開發(fā)庫在Visual Studio2010的開發(fā)平臺實現(xiàn)了該系統(tǒng)。
[Abstract]:3D dynamic clothing simulation is a very interesting subject. It has attracted the attention of researchers in the fields of dynamics, computer graphics, clothing graphics, differential geometry and so on. Virtual fitting and virtual fashion shows are more and more widely used. Real and efficient clothing simulation can make virtual characters more lifelike and have strong three-dimensional visual effect. Dynamic clothing simulation is one of the hot and difficult problems in the field of virtual reality. At present, there are still three problems in 3D dynamic clothing simulation: first, most simulation systems generally adopt the mass-spring model with square mesh structure. However, there are few researches on the mass-spring model of triangular mesh structure. Secondly, most researchers use artificial damping force method for the unreasonable deformation of dynamic clothing simulation, but this method will show obvious artificial trace. It affects the realistic effect of clothing simulation. Third, the dynamic clothing simulation needs to ensure high real-time performance to obtain continuous and smooth simulation images, but for the dynamic simulation of high-resolution large-scale clothing model, Real-time is still a great challenge. In order to realize the collision detection and response between garment model and human model, a novel dynamic clothing simulation system is proposed in this paper, which uses a mass-spring model based on triangular mesh structure. The system reconstructs the bounding box tree on the human body model in every frame animation. In addition, in order to prevent the unreasonable deformation in the dynamic clothing simulation, In this paper, an improved strain limiting method is proposed, which is based on the traditional strain limitation theory. The difference between the method and the traditional theory is that the method is not a predefined strain limiting ratio in each principal strain direction. In addition, when the strain limitation theory is applied to the dynamic clothing simulation at high resolution, the system has the problem of poor real-time performance. In this paper, we prejudge the mesh particles of clothing before strain restriction processing, so as to reduce the number of points to be processed. In this paper, we use C language and OpenGL Open Graphics Library to implement this system on the Visual Studio2010 development platform.
【學(xué)位授予單位】:西南交通大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2012
【分類號】:TP391.41

【參考文獻(xiàn)】

相關(guān)期刊論文 前3條

1 毛天露;夏時洪;朱小龍;王兆其;;一種基于混合模型的實時虛擬人服裝動畫方法[J];計算機(jī)研究與發(fā)展;2010年01期

2 鄒北驥;黃鑾;王磊;梁毅雄;;一種基于物理模型的布料濕潤效果真實感模擬方法[J];計算機(jī)工程與科學(xué);2010年04期

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本文編號:1618266

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