§ 瀏覽學位論文書目資料
  
系統識別號 U0002-0606200612545100
DOI 10.6846/TKU.2006.00079
論文名稱(中文) 3D人體動作之分析與檢索
論文名稱(英文) The Analysis and Retrieval of 3D Kinematical Motions
第三語言論文名稱
校院名稱 淡江大學
系所名稱(中文) 資訊工程學系碩士班
系所名稱(英文) Department of Computer Science and Information Engineering
外國學位學校名稱
外國學位學院名稱
外國學位研究所名稱
學年度 94
學期 2
出版年 95
研究生(中文) 楊勝雄
研究生(英文) Sheng-Hsiung Yang
學號 693192261
學位類別 碩士
語言別 繁體中文
第二語言別
口試日期 2006-06-01
論文頁數 84頁
口試委員 指導教授 - 施國琛(tshih@cs.tku.edu.tw)
委員 - 許輝煌(hhsu@cs.tku.edu.tw)
委員 - 王慶生(cswang@email.au.edu.tw)
關鍵字(中) 虛擬實境語言
VICON動態捕捉系統
動作比對
3維
動態演算法
關鍵字(英) VRML
VICON
Motion Retrieval
3D
Dynamic Programming
第三語言關鍵字
學科別分類
中文摘要
人體運動的自動分析為近年來很熱門且極具有挑戰性的研究主題,但是,絕大部分的分析數據及研究成果都是設計在2D影像資訊上。因此,提出了一個新的研究方向,針對3D的人體運動分析為主軸,透過VICON Motion Capture System (動態捕捉系統)所輸出的純3D的檔案"CSM",作為實驗分析的資料依據,本論文所設計的搜尋系統,提供給使用者手動調整權重值,可以動態調整至使用者想要看的結果,而這套系統將人體身上的關節點分為身體、頭部、手、腳...等。
本論文的研究方法是比對動作軌跡,利用補點運算,將三維檔案內的移動軌跡修正、再將其轉換成VRML格式之3D動畫運動,資料庫中大約分為四大類運動:排球、壘球、網球,與羽毛球,根據這些動作粹取出具特徵的關鍵動作,依據分類結果,再將關鍵動作加入權重值,接著比對關鍵動作之間的差異性並將其差異量化,透過數據資料可找出相似動作並以相似度做排序。
英文摘要
Automatic analysis of motions is an interesting and challenge research topic. But, most existing motion analysis systems are designed based on 2D video information. This thesis proposes a 3D motion retrieval system which supports the efficient analysis of 3D motions of sports made by VICON motion capture system to substitute for the traditional 2D information. The developed system provides adaptive weights function which dynamically calculated according to user’s perception of motion features. Besides, the representation of human skeleton includes head, hip, knee, elbow, wrist, etc. further to aggregate important features in sport motions based on kinematics is proposed. Finally, with the motion capture of video technology, it is possible to automatically represent, analyze and adjust the 3D motions of user via Internet.
第三語言摘要
論文目次
第一章 緒論	1
1.1 研究動機	1
1.2 研究目的	2
1.3 相關背景	3
1.4 系統架構	13
1.5 論文組織	14
第二章 相關研究	16
2.1 國內相關研究	16
2.2 國外相關研究	18
第三章 3D動作資料庫之建立	24
3.1 VICON SYSTEM拍攝與製作	24
3.2 CSM檔案校正轉換	27
3.3 3ds Max骨骼之建立	28
3.4 VRML轉換	30
3.5 動作資料之分類	33
第四章 3D運動特徵值之表示法	36
4.1 軌跡表示法	36
4.2 角度表示法	38
4.3 動量表示法	41
第五章 3D動作特徵之比對	43
5.1 比對單一物體之移動軌跡	43
5.2 軌跡補點演算法	50
5.3 比較兩人體運動之移動軌跡	53
第六章 系統實作與結果	57
6.1 軌跡系統設計之開發程式	57
6.2 3D物件瀏覽器	60
6.3 系統介面	64
6.4 實驗結果	70
第七章 結論與未來研究方向	73
7.1 結論與貢獻	73
7.2 未來的期望與研究方向	74
參考文獻	77
附錄 		80
圖 目 錄
圖一:VICON 攝影機....................................... 4
圖二:3ds Max 匯入3D 專用軌跡檔案........................ 5
圖三:利用 parallelgraphics 公司之VRML plug-in 開啟之檔案8
圖四:VRMLPAD 介面...................................... 10
圖五:此圖顯示出一顆球的行進軌跡路徑.................... 11
圖六:系統架構圖........................................ 13
圖七:受試者黏貼上感光式接收球.......................... 25
圖八:受試著擺出T-Pose 姿勢............................. 25
圖九:VICON 人體骨架圖.................................. 26
圖十:羽球運動軌跡圖.................................... 27
圖十一:CSM 檔案內容.................................... 28
圖十二:3Ds character 所提供之人體骨骼.................. 29
圖十三:綠色圈選區為扭曲變形的人體骨骼.................. 30
圖十四:人體骨架圖...................................... 31
圖十五:拍攝初始狀態(左),前手刺拳完整人體模型(右上) .... 33
與其轉換後精簡MODEL(右下) .............................. 33
圖十六:角度表示法...................................... 39
圖十七:軌跡資料庫...................................... 44
圖十八:DTW 軌跡比對結果................................ 45
圖十九:DTW 演算法...................................... 46
圖二十:Detail Threshold 實驗數據圖..................... 48
圖二十一:Rough Threshold 搜尋結果圖.................... 50
圖二十二:軌跡原始圖.................................... 51
圖二十三:缺少軌跡點圖.................................. 51
圖二十四:補點過後圖(1.2 倍) ............................ 52
圖二十五:補點過後圖(1.3 倍) ............................ 53
圖二十六:權重值搜尋結果圖.............................. 55
圖二十七:Borland JBuilder 的環境....................... 58
圖二十八:Microsoft Visual C#.NET 環境說明.............. 59
圖二十九:Cortona Browser Plug-in 初始介面.............. 61
圖三十:3D Motion Retrieval System 程式初始畫面......... 64
圖三十一:透過IE Browser 預覽VRML 檔案.................. 64
圖三十二:3D Motion Retrieval System 搜尋結果........... 66
圖三十三:詳細時間點的運動停留.......................... 67
圖三十四:放大鏡鈕觀看不同角度之運動.................... 68
圖三十五:資料庫檢索.................................... 69
圖三十六:cortona plug-in 按鍵說明...................... 70
圖三十七:壘球(內野)側投法之搜尋結果.................... 71
圖三十八:壘球(內野)側投法之Precision/Recall 圖......... 72
表 目 錄
表一:VRML 歷史與其版本演進.............................. 6
表二:支援VRML 之Plug-In 比較........................... 8
參考文獻
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