虚拟人

xū nǐ rén
  • virtual human;visual human
虚拟人虚拟人
  1. 中国力学虚拟人颈椎建模与基本问题研究

    Research on Cervical Spine Modelling and Basic Issues of Mechanical Visual Human of China

  2. Web环境下的三维虚拟人模型研究

    An Research for 3D Virtual Human Model Based on Web

  3. 基于Agent的虚拟人情感交互建模技术研究

    Research on Affective Interaction Modeling of Virtual Human Based on Agent

  4. 从计算机信息科学和工程学角度,在分析感觉、知觉两面性、二重构造性的基础上,提出了基于混合Agent的虚拟人情感交互模型。

    The affective interaction model of virtual human how based on Agent is presented .

  5. 虚拟人是3D动画中最丰富的因素,因此虚拟人动画描述语言是当前研究的一个热点。

    Therefore , virtual human animation description language is a hot topic of current research .

  6. 基于Agent与VRML三维拟境系统中虚拟人的实现

    Implementation of Virtual Man in Virtual Environment Based on Agent and VRML

  7. 虚拟人(virtualhuman)是人在虚拟环境中的几何特性与行为特性的表示,是计算机科学领域的一个新兴研究方向。

    Virtual human , the representation of the geometric and behavioral characters of human in the virtual environment , is one of the new research areas of computer science .

  8. 虚拟人(virtualhuman或computersynthesizedcharacters)是人在计算机生成空间(虚拟环境)中的几何特性与行为特性的表示。

    The virtual human , who is can also be named as computer synthesized characters , expresses the geometry and behavior characteristics of human in the virtual environment .

  9. 基于环约束的虚拟人动态LOD技术

    Dynamic LOD Based on the Ring Constraint for Virtual Human Models

  10. 提出了虚拟人在3D障碍环境中进行漫游的路径规划算法,该算法以虚拟环境的表示为基础。

    This paper presents a path planning algorithm about virtual human walkthrough in 3D obstacles environments , which is based on the representation of virtual environments .

  11. 最后,开发了基于Maya的虚拟人运动控制系统。

    At last , a virtual human motion control is developed .

  12. 基于位置/变迁Petri网设计并实现了动素层,基于面向对象的技术设计并实现了动作层,涵盖了绝大多数虚拟人执行维修操作的动作,基本满足了维修仿真的需求。

    Motion elements are designed and realized with place / transition Petri net , and action units are realized with the OOP method .

  13. 介绍了一种在3D拟境中构建虚拟人的新方法,该方法基于VRML和Agent技术。

    In this paper , a new way of creating a virtual man in 3-D virtual environment based on the technique of agent and VRML is given .

  14. 虚拟人序列图像的三维重建,处理对象是三套数据集:CT、MRI和彩色断层图像,方法包括体绘制和面绘制。

    Surface reconstruction and volume reconstruction , the two methods are used to rebuild VCH data , which includes three groups of images : CT , MRI and true-color section images .

  15. 目前,在人体模型、人体信息的数字化领域,正在进行着或将要进行几个大规模的研究计划,如美国的可视人计划(VisibleHumanProject,VHP),虚拟人计划(VirtualHumanProject)等等。

    There are several research projects which are being carried out or will be carried out in this field , such as the visible human project ( VHP ) and the virtual human project .

  16. 方法:采用中国虚拟人“女性1号”CT图像和MRI图像;应用非线性有限元方法进行生物力学分析。

    Methods : CT and MRI images of the foot of Virtual Chinese Human " female No.1 " were adopted , and the finite element method incorporating geometric and material nonlinearities was used .

  17. 提出了基于RRT的虚拟人操控规划求解方法。

    A uniform RRT based manipulation planning framework for virtual human has been proposed .

  18. 引入生物力学的肌肉功能模型(MuscleFunctionModel,文中简称为MFM)概念,将其简化用于计算虚拟人的肌肉力。

    Then introduced the bio-mechanical muscle function model ( Muscle Function Model , in the text referred to as MFM ) concept to virtual human , and calculated its muscle power of virtual human with simplified MFM .

  19. 经过刚体与非刚体配准后,虚拟人数据与MRI数据基本达到对位重合,在同一幅图像上既能显示虚拟人数据集中的神经结构,又能显示病人MRI数据中的病变部位。

    After rigid and nonrigid registration the CVH and MRI images coincide with each other basically . The neural structures in visible human data and pathological area in MRI can be shown at the same image .

  20. 其中使用的技术对于场景重构和物证主要是基于图像的绘制技术(IBR),嫌疑犯的模拟则采样了虚拟人的建模技术。

    The technology used constructed to the scene again and the material evidence is mainly the technology of image-based rendering ( IBR ) .

  21. 用Z方法检测地形高度,将相交矢量放在虚拟人基部节点位置,测到线段与地形交叉,更新虚拟人位置。

    The terrain elevation was detected with Z method , intersect vector was put on the base point of virtual human , and the intersection between segment and terrain was detected and the position of virtual human was changed .

  22. 结论:基于中国第一号虚拟人数据集,用3-D软件可以实现鼻部颞骨部分解剖结构三维可视化,便于对该部解剖结构的观察和理解。

    Conclusion : The results show that 3D slicer may be used for the 3-dimensional visualization of parts of anatomic structures in the nose and temporal bone area based on the first virtual human data , thus facilitate the observation and understanding of the anatomic structures in this area .

  23. 在DXVHSDK的基础上,本文开发了一个可以控制虚拟人运动的原型系统。

    Using DXVHSDK , we develop a prototype system which can control virtual human 's motion .

  24. 2002年人类基因组计划提出者DeLice教授提出为期100年的虚拟人计划建议。

    In 2002 professor DeLice , presenter of Human Genome Project , sponsored global-wide virtual human project .

  25. 虚拟人是产品人机设计中的有效辅助手段,是计算机辅助人机设计的基础。本文分析了虚拟人研究现状,提出了基于H-anim标准的虚拟人仿真。

    In order to develop the realistic virtual human adapted to computer aided ergonomics design , this paper ana-lyzes the background of virtual human study and presents the way of virtual human simulation based on H-anim .

  26. 最后,系统的研究了虚拟人在虚拟环境中的路径规划算法和碰撞检测算法,通过调用Direct3D库函数实现虚拟人在三维场景中的人机交互控制。

    Finally , we systematically study simulation training system and path planning algorithm for virtual human in its virtual environment . We realize the man - machine control of virtual human in Three - dimensional Scene from adjusting direct 3D function .

  27. 本文旨在通过对人体动作的研究,形成一套基于人动作分解的方法,结合动素概念和模特法(MODAPTS)的优点,计算虚拟人的工作时间。

    And a method based on the decomposition of human movements is formed . The advantages of therblig concept and Modular Arrangement of Predetermined Time Standard ( MODAPTS ) are combined to calculate the working time of the virtual humans .

  28. 为实现适合网络定制设计的虚拟人仿真,提出基于H-anim的虚拟人仿真方法。

    In order to develop the realistic virtual Human adapted to web-based customization design , it is presented the way of virtual human simulation based on H-anim , and fulfilled the parametric geometrical model and Joint animation of virtual human according to the joint architecture defined by H-anim .

  29. 数字化虚拟人计划具有重大意义,目前尚未能完成神经系统的构建工作,迫切需要一种提取神经信息的有效方法。

    The digital virtual human project has a very important sense .

  30. 虚拟人的步行和跑步运动控制方法的研究

    Research of Walking and Running Locomotion Control Methods for Virtual Humans