虚拟人三维服装的研究和应用
发布时间:2018-03-16 04:12
本文选题:分类应变限制 切入点:质点-弹簧模型 出处:《西南交通大学》2012年硕士论文 论文类型:学位论文
【摘要】:三维动态服装仿真是一个相当有趣的课题。它已经吸引了动力学、计算机图形学、服装制图、微分几何等领域研究人员的注意。动态服装仿真在动漫影视、网络游戏、虚拟试衣和虚拟时装表演等领域有着越来越广泛的应用。真实、高效的服装仿真可以让虚拟角色更加栩栩如生,使其具有强烈的三维视觉效果。 动态服装仿真是当今虚拟现实领域的热点和难点问题之一。目前三维动态服装仿真仍存在以下三个问题:第一,大多数仿真系统普遍采用四方形网格结构的质点-弹簧模型,而对于三角形网格结构的质点-弹簧模型研究较少;第二,对于动态服装仿真的不合理形变大多数研究者采用人造阻尼力的方法,但是该方法会出现明显的人工痕迹,影响到服装仿真的真实感效果;第三,动态服装仿真要得到连续流畅的仿真画面需要保证较高的实时性,但是对于高分辨率大数量级服装模型的动态仿真,实时性依然是一个很大的挑战。 针对以上问题,本文提出了一个新颖的动态服装仿真系统。系统中的服装采用基于三角网格结构的质点-弹簧模型。为了实现服装模型和人体模型的碰撞检测及响应,系统在每帧动画中都要在人体模型上重构包围盒树。另外,为了防止动态服装仿真中出现的不合理形变,本文提出了一种改进的应变限制方法。该方法是建立在传统应变限制理论上的,与传统理论的不同之处在于该方法不是预定义各个主应变方向上的应变限制比,而是在每一帧动画中动态地计算应变限制比。另外,当应变限制理论应用到高分辨率下的动态服装仿真中时,系统存在实时性差的问题。为了改善系统的实时性,本文在应变限制处理前先对服装网格质点进行预判,这样就能减少待处理点的数量。本文采用C++语言和OpenGL (Open Graphics Library)图形开发库在Visual Studio2010的开发平台实现了该系统。
[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.
【学位授予单位】:西南交通大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:TP391.41
【参考文献】
相关期刊论文 前3条
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3 刘凌霞;宋强;;基于简化的质点-弹簧模型织物变形仿真研究[J];计算机仿真;2011年05期
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