基于视觉感知模型的虚拟人路径规划研究-计算机应用技术专业论文.docxVIP

基于视觉感知模型的虚拟人路径规划研究-计算机应用技术专业论文.docx

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基于视觉感知模型的虚拟人路径规划研究 THE RESEARCH OF VIRTUAL HUMAN PATH PLANNING BASED ON VISUAL PERCEPTION MODEL ABSTRACT Along with the development of virtual reality technology, research on the technology of virtual human is increasing. Through the analysis of key technology of virtual human perception, this thesis focuses on the method of perception model and path planning. With discussion about the existing perception model and path planning algorithm, develop suitable visual perception model, combined with path planning algorithm related. And it is applied to virtual human path planning in virtual scene. Firstly, develop virtual human geometrical model. The thesis adopts skeleton skinned method, which makes Biped-bone embedded in human body model in 3ds max, and realizes the model of human body’s walking movement and provides basis for experiments simulating. Secondly, this thesis mainly studies perception model, and makes a comparison of typical perception models, analyses human visual perception physiology characteristic and attention mechanism, establishes a visual perception model through human visual range, combined with the query of scene information space. The model does not refer to visual memory and other perceptive manners and has a not very good verisimilitude, but it is with high efficiency. Finally, based on the visual perception model, the thesis focuses on path planning technology. The representation of the environment information is the key problem; this thesis adopts grid method and quad tree to represent the virtual environment. This paper uses heuristic search algorithm--A* algorithm in global static environment and artificial potential field method in dynamic obstacles environment. Heuristic Function is the key of A* algorithm.The orientation angle of grid node is added to Heuristic Function, and different weights are added to it and Euclidean distance. So distance and direction factors are considered to increase the diversities of virtual human motions. Usi

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