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CN104361239A - Boxing sandbag training virtualizing method based on Kinect and boxing sandbag training virtualizing system based on Kinect - Google Patents

Boxing sandbag training virtualizing method based on Kinect and boxing sandbag training virtualizing system based on Kinect Download PDF

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CN104361239A
CN104361239A CN201410657261.0A CN201410657261A CN104361239A CN 104361239 A CN104361239 A CN 104361239A CN 201410657261 A CN201410657261 A CN 201410657261A CN 104361239 A CN104361239 A CN 104361239A
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virtual
sandbag
boxing
kinect
operator
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赵建敏
贾慧媛
李琦
朱林
徐晓伟
萨仁高娃
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Inner Mongolia University of Science and Technology
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Inner Mongolia University of Science and Technology
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Abstract

本发明涉及一种基于Kinect的虚拟拳击沙袋训练的方法和系统,其具体方法包括:构建虚拟场景,加载虚拟拳击手套和沙袋模型;通过Kinect摄像头获取操作者左右手的骨骼位置数据;通过位置数据控制虚拟系统中的虚拟拳击手套,并计算是否击中虚拟沙袋;计算操作者出拳速度,由此计算沙袋摆动幅度,并利用计算机图形接口虚拟沙袋击打过程。本发明虚拟了拳击训练中最为常用的沙袋击打练习,为受环境所限无法悬挂真实沙袋的条件下开展训练提供了新的方法。

The present invention relates to a kind of method and system of Kinect-based virtual boxing punching bag training, and its specific method comprises: build virtual scene, load virtual boxing glove and sandbag model; Obtain the bone position data of operator's left and right hands through Kinect camera; Control through position data The virtual boxing glove in the virtual system calculates whether it hits the virtual sandbag; calculates the punching speed of the operator, thereby calculates the swing range of the sandbag, and uses the computer graphics interface to virtualize the punching process of the sandbag. The invention virtualizes the most commonly used sandbag hitting practice in boxing training, and provides a new method for training under the condition that real sandbags cannot be hung due to environmental constraints.

Description

一种基于Kinect的虚拟拳击沙袋训练的方法和系统A method and system for Kinect-based virtual punching bag training

技术领域technical field

本发明涉及计算机应用技术,尤其涉及的是一种基于Kinect的虚拟拳击沙袋训练的方法和系统。The invention relates to computer application technology, in particular to a Kinect-based virtual punching bag training method and system.

背景技术Background technique

现有技术中,在计算机上虚拟拳击运动或格斗游戏,均使用带有加速度传感器、陀螺仪的体感感应装置或手柄等来实现,通过相应传感器感应操作者操作信号,操作信息通过有线或无线方式送入计算机系统进行交互处理。具有以下缺陷:第一、采用手柄的方式,操作者只需通过手柄按键操作击打,无法达到真实拳击训练的目的;第二、即使采用带有加速度传感器、陀螺仪等的体感感应装置进行模拟训练,体感感应装置只是感应到了操作者运动,而不能体现操作者出拳姿态,真实性不高。In the prior art, the virtual boxing or fighting games on the computer are all realized by using a somatosensory device or a handle with an acceleration sensor and a gyroscope. sent to the computer system for interactive processing. It has the following defects: first, the way of using the handle, the operator only needs to operate and hit through the handle buttons, and the purpose of real boxing training cannot be achieved; For training, the somatosensory sensing device only senses the operator's movement, but cannot reflect the operator's punching posture, and the authenticity is not high.

申请号为200910189787.X的《一种基于计算机实现虚拟拳击的方法和系统》,操作者佩戴专用帽子、手部具有跟踪特征的主手柄和副手柄,通过双目摄像头获取头部、手部追踪点位置,计算机模拟操作者的出拳姿态,在一定程度上解决了上述方法的问题。然而,为了便于计算机识别,该系统和方法需要操作者佩戴具有跟踪特征的帽子和主、副手柄,大大影响了用户的体验效果。Application No. 200910189787.X "A Method and System for Realizing Virtual Boxing Based on Computer", the operator wears a special hat, the main handle and the auxiliary handle with tracking features on the hands, and obtains the head and hand tracking through the binocular camera Point position, the computer simulates the punching posture of the operator, which solves the problems of the above method to a certain extent. However, in order to facilitate computer identification, the system and method require the operator to wear a hat with tracking features and a main and auxiliary handle, which greatly affects the user experience.

发明内容Contents of the invention

本发明所要解决的技术问题是:提供一种基于Kinect的虚拟拳击沙袋训练的方法和系统,其目的是模拟拳击沙袋的训练过程,提高训练的真实性。The technical problem to be solved by the present invention is to provide a Kinect-based virtual punching bag training method and system, the purpose of which is to simulate the training process of the punching bag and improve the authenticity of the training.

本发明的技术方案是:一种基于Kinect的虚拟拳击沙袋训练的方法,包括如下步骤:S1、获取操作者左右手空间位置数据,所述左右手空间位置数据反映操作者的左右手位置信息;The technical scheme of the present invention is: a kind of method based on Kinect virtual boxing punching bag training, comprises the following steps: S1, obtain operator's left and right hand spatial position data, described left and right hand spatial position data reflect operator's left and right hand position information;

S2、将操作者左右手空间位置数据转换成左右虚拟拳击手套屏幕坐标数据,利用左右虚拟拳击手套屏幕坐标数据控制虚拟拳击手套在屏幕中的位置移动;S2. Convert the space position data of the left and right hands of the operator into the screen coordinate data of the left and right virtual boxing gloves, and use the screen coordinate data of the left and right virtual boxing gloves to control the position movement of the virtual boxing gloves on the screen;

S3、根据S2中的左右虚拟拳击手套屏幕坐标数据判断虚拟拳击手套是否命中虚拟沙袋;S3. According to the screen coordinate data of the left and right virtual boxing gloves in S2, it is judged whether the virtual boxing gloves hit the virtual sandbag;

S4、命中虚拟沙袋后,计算虚拟沙袋中心点初始摆动速度和初始摆动角度;S4. After hitting the virtual sandbag, calculate the initial swing speed and initial swing angle of the center point of the virtual sandbag;

S5、根据S4中的虚拟沙袋中心点初始摆动速度、初始摆动角度及衰减方法,通过计算机图形接口渲染虚拟沙袋摆动过程,并在显示设备中进行显示。S5. According to the initial swing speed, initial swing angle and attenuation method of the center point of the virtual sandbag in S4, render the swing process of the virtual sandbag through the computer graphics interface, and display it on the display device.

其中,步骤S1包括:Wherein, step S1 includes:

S11、从Kinect视频流中获取操作者骨骼图像帧;S11. Obtain the operator's skeleton image frame from the Kinect video stream;

S12、从步骤S11的骨骼图像帧数据中,获取操作者左右手坐标数据作为左右手空间位置数据。S12. From the skeleton image frame data in step S11, acquire the coordinate data of the left and right hands of the operator as spatial position data of the left and right hands.

步骤S2包括:Step S2 includes:

S21、获取屏幕分辨率(xs,ys),将左右手空间位置数据中的左右手坐标HL(xl,yl,zl)、HR(xr,yr,zr)转换为左右虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs);S21. Obtain the screen resolution (x s , y s ), convert the left and right hand coordinates HL(x l , y l , z l ), HR(x r , y r , z r ) in the left and right hand spatial position data into left and right virtual Boxing glove screen coordinates VL(x ls , y ls ), VR(x rs , y rs );

S22、将虚拟拳击手套模型绘制于左右虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs)位置处,由此控制屏幕中虚拟拳击手套的位置移动。S22. Draw the virtual boxing glove model on the screen coordinates VL(x ls , y ls ) and VR(x rs , y rs ) of the left and right virtual boxing gloves, thereby controlling the movement of the virtual boxing glove on the screen.

步骤S21中左右手坐标的转换方法为:The conversion method of left and right hand coordinates in step S21 is:

xls=α*xl yls=β*yl x ls =α*x l y ls =β*y l

xrs=α*xr yrs=β*yr其中,坐标转换系数α=xs/320、β=ys/240。x rs =α*x r y rs =β*y r where the coordinate conversion coefficients α=x s /320, β=y s /240.

步骤S3包括:Step S3 includes:

S31、将虚拟沙袋等同于矩形区域,并动态计算该矩形区域的四个顶点坐标;S31, equating the virtual sandbag to a rectangular area, and dynamically calculating the four vertex coordinates of the rectangular area;

S32、判断左右虚拟拳击手套屏幕坐标是否在S31步骤所示的矩形区域上,如果是,则表明命中沙袋,否则,表明没有命中沙袋。S32. Determine whether the screen coordinates of the left and right virtual boxing gloves are on the rectangular area shown in step S31. If so, it indicates that the sandbag is hit; otherwise, it indicates that the sandbag is not hit.

步骤S31的矩形区域的四个顶点坐标的计算方法为:假设虚拟沙袋矩形区域高、宽分别为h、w,虚拟沙袋中心点与悬挂点之间的距离为l,虚拟沙袋中心点静止时屏幕坐标为(x0,y0),当相对于中轴线偏移角度为θ时,矩形区域左上角顶点A的坐标为:右上角顶点B的坐标为:右下角顶点C的坐标为:左下角顶点D的坐标为: The calculation method of the coordinates of the four vertices of the rectangular area of step S31 is: assuming that the height and width of the rectangular area of the virtual sandbag are h and w respectively, the distance between the center point of the virtual sandbag and the suspension point is l, and when the center point of the virtual sandbag is stationary, the screen The coordinates are (x 0 , y 0 ), when the offset angle relative to the central axis is θ, the coordinates of the vertex A in the upper left corner of the rectangular area are: The coordinates of vertex B in the upper right corner are: The coordinates of the bottom right vertex C are: The coordinates of the vertex D in the lower left corner are:

步骤S4包括:Step S4 includes:

S41、计算虚拟沙袋中心点初始摆动速度V0S41. Calculate the initial swing velocity V 0 of the center point of the virtual sandbag;

S42、计算虚拟沙袋中心点初始摆动角度φ。S42. Calculate the initial swing angle φ of the center point of the virtual sandbag.

其中,步骤S41中虚拟沙袋中心点初始摆动速度V0的计算方法为:Wherein, in the step S41, the calculation method of the initial swing velocity V of the center point of the virtual sandbag is:

S411、计算操作者左手或右手出拳速度V1S411. Calculate the punching speed V 1 of the operator's left or right hand;

S412、根据步骤S411得到的出拳速度V1计算虚拟沙袋中心点初始摆动速度V0S412. Calculate the initial swing velocity V 0 of the center point of the virtual sandbag according to the punching velocity V 1 obtained in step S411.

步骤S411中操作者左手或右手出拳速度V1的计算方法为:以Kinect摄像头为三维坐标系原点,Kinect摄像头前面板平面所在平面为XOY面,其中X轴指向操作者的右侧,Y轴指向操作者的上方,Z轴指向操作者的前侧,假设从击中虚拟沙袋的骨骼图像帧中获取的骨骼坐标为P(X1,Y1,Z1),并取前一帧骨骼坐标Q(X2,Y2,Z2),那么出拳向量为(X1-X2,Y1-Y2,Z1-Z2),由此可得出拳速度V1:In step S411, the operator's left hand or right hand punching velocity V is calculated as follows : take the Kinect camera as the origin of the three-dimensional coordinate system, the plane where the front panel of the Kinect camera is located is the XOY plane, wherein the X axis points to the right side of the operator, and the Y axis Point to the top of the operator, and the Z axis points to the front of the operator. Assume that the bone coordinates obtained from the bone image frame hitting the virtual sandbag are P(X 1 , Y 1 , Z 1 ), and take the bone coordinates of the previous frame Q(X 2 , Y 2 , Z 2 ), then the punching vector It is (X 1 -X 2 , Y 1 -Y 2 , Z 1 -Z 2 ), from which we can get punch speed V 1 :

V 1 = | PQ → | * 25 = 25 ( X 1 - X 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 V1的单位为:米/秒。 V 1 = | PQ &Right Arrow; | * 25 = 25 ( x 1 - x 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 The unit of V1 is: m/s.

步骤S412中操作者以V1的出拳速度击打到虚拟沙袋后,虚拟沙袋中心点初始摆动速度V0的计算公式为:In step S412, after the operator hits the virtual sandbag with a punching speed of V1 , the calculation formula for the initial swing speed V0 of the center point of the virtual sandbag is:

V0=0.025V1V 0 =0.025V 1 .

步骤S42中虚拟沙袋中心点初始摆动角度φ的计算方法为:The calculation method of the initial swing angle φ of the center point of the virtual sandbag in step S42 is:

φ=argcos(1-V0 2/2lg)φ=argcos(1-V 0 2 /2lg)

其中:V0为虚拟沙袋中心点初始摆动速度,l为虚拟沙袋中心点与悬挂点之间的距离,g为重力加速度,取9.8米/秒2Among them: V 0 is the initial swing velocity of the center point of the virtual sandbag, l is the distance between the center point of the virtual sandbag and the suspension point, g is the acceleration of gravity, which is 9.8 m/s 2 .

步骤S5中通过图形接口渲染虚拟沙袋摆动过程时,将虚拟沙袋摆动角度每过一次中心线减小初始摆动角度φ的25%,即按此幅度衰减,虚拟沙袋由静止在击打后摆动两个周期停止于中心线,等待下一次击打。In step S5, when rendering the swing process of the virtual sandbag through the graphical interface, the swing angle of the virtual sandbag is reduced by 25% of the initial swing angle φ every time it passes the center line, that is, it is attenuated according to this amplitude, and the virtual sandbag swings two times after hitting from rest. The cycle stops at the centerline, waiting for the next stroke.

一种基于Kinect的虚拟拳击沙袋训练的系统包括Kinect摄像头、计算机和显示设备;Kinect摄像头与计算机连接,计算机与显示设备通过视频连接线连接;A kind of Kinect-based virtual boxing punching bag training system comprises a Kinect camera, a computer and a display device; the Kinect camera is connected with the computer, and the computer and the display device are connected by a video cable;

其中,Kinect摄像头用于获取操作者左右手空间位置数据,所述左右手空间位置数据反映操作者的左右手位置信息;Wherein, the Kinect camera is used to obtain the spatial position data of the left and right hands of the operator, and the spatial position data of the left and right hands reflects the position information of the left and right hands of the operator;

计算机将操作者左右手空间位置数据转换成左右虚拟拳击手套屏幕坐标数据,利用左右虚拟拳击手套屏幕坐标数据控制虚拟拳击手套在屏幕中的位置移动,然后根据左右虚拟拳击手套屏幕坐标数据判断虚拟拳击手套是否命中虚拟沙袋;在命中虚拟沙袋后,计算虚拟沙袋中心点初始摆动速度和初始摆动角度,并根据虚拟沙袋中心点初始摆动速度、初始摆动角度及衰减方法,通过计算机图形接口渲染虚拟沙袋摆动过程;The computer converts the space position data of the left and right hands of the operator into the screen coordinate data of the left and right virtual boxing gloves, uses the screen coordinate data of the left and right virtual boxing gloves to control the position movement of the virtual boxing gloves on the screen, and then judges the virtual boxing gloves according to the screen coordinate data of the left and right virtual boxing gloves Whether to hit the virtual sandbag; after hitting the virtual sandbag, calculate the initial swing speed and initial swing angle of the virtual sandbag center point, and render the virtual sandbag swing process through the computer graphics interface according to the initial swing speed, initial swing angle and attenuation method of the virtual sandbag center point ;

显示设备用于显示拳击训练场景、虚拟沙袋、虚拟拳击手套以及操作者击打沙袋的过程。The display device is used for displaying a boxing training scene, a virtual sandbag, a virtual boxing glove, and a process in which an operator hits the sandbag.

附图说明Description of drawings

图1是本发明的系统结构图。Fig. 1 is a system structure diagram of the present invention.

图2是本发明的方法流程图。Fig. 2 is a flow chart of the method of the present invention.

图3是本发明的沙袋摆动示意图。Fig. 3 is a schematic diagram of sandbag swing of the present invention.

具体实施方式Detailed ways

下面结合附图对本发明做进一步的详细描述。The present invention will be described in further detail below in conjunction with the accompanying drawings.

如图1所示,本发明的基于Kinect的虚拟拳击沙袋训练的系统包括Kinect摄像头1、计算机2、显示设备3及连接线路4、5。Kinect摄像头1用于获取操作者左右手空间位置数据,所述左右手空间位置数据反映操作者的左右手位置信息。计算机将操作者左右手空间位置数据转换成左右虚拟拳击手套屏幕坐标数据,利用左右虚拟拳击手套屏幕坐标数据控制虚拟拳击手套在屏幕中的位置移动,然后根据左右虚拟拳击手套屏幕坐标数据判断虚拟拳击手套是否命中虚拟沙袋;在命中虚拟沙袋后,计算虚拟沙袋中心点初始摆动速度和初始摆动角度,并根据虚拟沙袋中心点初始摆动速度、初始摆动角度及衰减方法,通过计算机图形接口渲染虚拟沙袋摆动过程;显示设备用于显示拳击训练场景、虚拟沙袋、虚拟拳击手套以及操作者击打沙袋的过程。As shown in Figure 1, the system of the Kinect-based virtual punching bag training of the present invention comprises a Kinect camera 1, a computer 2, a display device 3 and connection lines 4,5. The Kinect camera 1 is used to acquire spatial position data of the left and right hands of the operator, and the spatial position data of the left and right hands reflect the position information of the operator's left and right hands. The computer converts the space position data of the left and right hands of the operator into the screen coordinate data of the left and right virtual boxing gloves, uses the screen coordinate data of the left and right virtual boxing gloves to control the position movement of the virtual boxing gloves on the screen, and then judges the virtual boxing gloves according to the screen coordinate data of the left and right virtual boxing gloves Whether to hit the virtual sandbag; after hitting the virtual sandbag, calculate the initial swing speed and initial swing angle of the virtual sandbag center point, and render the virtual sandbag swing process through the computer graphics interface according to the initial swing speed, initial swing angle and attenuation method of the virtual sandbag center point ; The display device is used to display the boxing training scene, the virtual sandbag, the virtual boxing glove and the process of the operator hitting the sandbag.

Kinect摄像头采用微软生产的各种Xbox或Windows版本设备,通过专用USB线缆连接到计算机,显示设备可以是电脑显示器、带HDMI接口的数字电视或经由投影仪投影的大屏幕,计算机与显示设备通过视频连接线连接。操作者6在Kinect摄像头前1.5米到2.3米距离内,对准摄像头击打屏幕中的沙袋。计算机首先设计并加载虚拟拳击手套、虚拟沙袋模型和拳击训练室背景,以Max3D及Direct 3D图形接口为例,在Max3D软件中建立虚拟拳击手套、虚拟沙袋模型,保存为.x文件,利用D3D图形接口D3DXLoadMeshFromX函数加载.X格式文件,之后利用天空盒背景原理,搭建虚拟拳击台背景。之后,从Kinect传回的数据中提取骨骼帧数据,并从中获取操作者左右手空间位置坐标,并换算成屏幕坐标后,操纵虚拟拳头击打沙袋,沙袋根据相关算法相应击打。The Kinect camera uses various Xbox or Windows version devices produced by Microsoft, and is connected to the computer through a dedicated USB cable. The display device can be a computer monitor, a digital TV with an HDMI interface, or a large screen projected through a projector. The computer and the display device pass through Video cable connection. The operator 6 aims at the camera and hits sandbags in the screen within a distance of 1.5 meters to 2.3 meters in front of the Kinect camera. The computer first designs and loads the virtual boxing gloves, virtual sandbag model and the background of the boxing training room. Taking the Max3D and Direct 3D graphics interface as an example, the virtual boxing gloves and virtual sandbag models are established in the Max3D software, saved as .x files, and used in D3D graphics The interface D3DXLoadMeshFromX function loads the .X format file, and then uses the skybox background principle to build a virtual boxing ring background. Afterwards, the bone frame data is extracted from the data sent back by Kinect, and the spatial position coordinates of the left and right hands of the operator are obtained from them, and converted into screen coordinates, the virtual fist is manipulated to hit the sandbag, and the sandbag is hit according to the relevant algorithm.

如图2所示,基于Kinect的虚拟拳击沙袋训练的方法,具体包括以下步骤:As shown in Figure 2, the method for the virtual punching bag training based on Kinect specifically includes the following steps:

S1、获取操作者左右手坐标。计算机通过初始化Kinect设备,从接口中获取操作者骨骼帧图像,并提取操作者左右手空间坐标HL(xl,yl,zl)、HR(xr,yr,zr),坐标系参照图1所示。S1. Obtain coordinates of the left and right hands of the operator. By initializing the Kinect device, the computer obtains the frame image of the operator's skeleton from the interface, and extracts the space coordinates HL(x l , y l , z l ) and HR(x r , y r , z r ) of the operator's left and right hands. The coordinate system refers to Figure 1 shows.

S2、控制虚拟拳击手套位置变化。首先获取显示设备的屏幕分辨率(xs,ys),将左右手空间位置数据中的骨骼坐标HL(xl,yl,zl)、HR(xr,yr,zr)转化为虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs)。其中转化方法为,坐标转换系数α=xs/320、β=ys/240,则:xls=α*xl、yls=β*yl、xrs=α*xr、yrs=β*yr;之后将虚拟拳击手套模型绘制于虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs)位置处,由此控制屏幕中虚拟拳套的位置移动。以采用Direct 3D图形接口为例,通过实时给D3DPosition赋坐标值,让虚拟拳击手套跟随操作者拳头移动。S2. Control the position change of the virtual boxing glove. First obtain the screen resolution (x s , y s ) of the display device, and convert the bone coordinates HL(x l , y l , z l ) and HR(x r , y r , z r ) in the spatial position data of the left and right hands into The screen coordinates of the virtual boxing glove are VL(x ls , y ls ), VR(x rs , y rs ). Wherein the transformation method is, coordinate conversion coefficient α=x s /320, β=y s /240, then: x ls =α*x l , y ls =β*y l , x rs =α*x r , y rs =β*y r ; then draw the virtual boxing glove model on the screen coordinates VL(x ls , y ls ), VR(x rs , y rs ) of the virtual boxing glove, thereby controlling the movement of the virtual glove on the screen . Taking the Direct 3D graphics interface as an example, by assigning coordinate values to D3DPosition in real time, the virtual boxing glove moves with the operator's fist.

S3、沙袋命中判定。如图3所示,设有效命中区域等效为矩形ABCD所在区域,矩形顶点坐标计算方法,假设沙袋矩形区域高、宽分别为h、w,沙袋中心点距离悬挂点距离为l,沙袋中心点静止时屏幕坐标为(x0,y0),当相对于中轴线偏移角度为θ时(向右为正,左为负),四个顶点(左上角、右上角、右下角、左下角)动态坐标分别为: B ( x 0 + l * sin θ + w 2 , y 0 - l * ( 1 - cos θ ) + h 2 ) , C ( x 0 + l * sin θ + w 2 , y 0 - l * ( 1 - cos θ ) - h 2 ) , 当虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs)落入该区域时,认为有效命中。S3. Sandbag hit determination. As shown in Figure 3, the effective hit area is equivalent to the area where the rectangle ABCD is located, and the calculation method of the coordinates of the rectangle vertices assumes that the height and width of the sandbag rectangular area are h and w respectively, the distance between the center point of the sandbag and the suspension point is l, and the center point of the sandbag The screen coordinates at rest are (x 0 , y 0 ), when the offset angle relative to the central axis is θ (positive to the right, negative to the left), the four vertices (upper left, upper right, lower right, lower left ) dynamic coordinates are: B ( x 0 + l * sin θ + w 2 , the y 0 - l * ( 1 - cos θ ) + h 2 ) , C ( x 0 + l * sin θ + w 2 , the y 0 - l * ( 1 - cos θ ) - h 2 ) , When the virtual boxing glove screen coordinates VL(x ls , y ls ), VR(x rs , y rs ) fall into this area, it is considered a valid hit.

S4、计算虚拟沙袋中心点初始摆动速度V0和初始摆动角度φ。首先计算操作者左右出拳速度V1,参照图1骨骼帧坐标系,以摄像头为三维坐标系原点,摄像头前面板平面所在平面为XOY平面,X轴指向操作者的右侧,Y轴指向操作者的上方,Z轴指向操作者的前侧,假设击中沙袋的骨骼帧中获取的骨骼坐标P(X1,Y1,Z1),则取前一帧骨骼坐标Q(X2,Y2,Z2),那么出拳向量为(X1-X2,Y1-Y2,Z1-Z2)。骨骼帧采样速率为每秒25帧,由此可得出拳速度: V 1 = | PQ → | * 25 = 25 ( X 1 - X 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 , 单位为:米/秒。S4. Calculate the initial swing velocity V0 and the initial swing angle φ of the center point of the virtual sandbag. First, calculate the operator's left and right punching speed V 1 , refer to the skeleton frame coordinate system in Figure 1, take the camera as the origin of the three-dimensional coordinate system, the plane where the front panel of the camera is located is the XOY plane, the X axis points to the right side of the operator, and the Y axis points to the operator above the operator, the Z axis points to the front side of the operator, assuming that the bone coordinate P(X 1 , Y 1 , Z 1 ) obtained in the bone frame hitting the sandbag is taken, the bone coordinate Q(X 2 , Y 2 , Z 2 ), then the punching vector is (X 1 -X 2 , Y 1 -Y 2 , Z 1 -Z 2 ). Skeleton frame sampling rate is 25 frames per second, from which the punching speed can be obtained: V 1 = | PQ &Right Arrow; | * 25 = 25 ( x 1 - x 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 , The unit is: m/s.

如图3所示,当操作者以出拳速度V1击中虚拟沙袋时,简化动量定理,假设击打完毕拳速为0m/s,拳头质量0.5Kg、沙袋重量20Kg,则沙袋获取初速度计算公式为:V0=0.025V1。则进而由能量守恒定理,可得出虚拟沙袋中心最大偏转角度φ=argcos(1-V0 2/2lg),其中:l为沙袋中心点距离悬挂点距离,g为重力加速度,取9.8米/秒2,各变量意义参照图3所示。As shown in Figure 3, when the operator hits the virtual sandbag at the punching speed V 1 , the momentum theorem is simplified, assuming that the punching speed is 0m/s after punching, the mass of the fist is 0.5Kg, and the weight of the sandbag is 20Kg, then the initial velocity of the sandbag is The calculation formula is: V 0 =0.025V 1 . Then by the law of conservation of energy, the maximum deflection angle φ=argcos(1-V 0 2 /2lg) of the center of the virtual sandbag can be drawn, wherein: l is the distance from the center point of the sandbag to the suspension point, and g is the acceleration of gravity, which is 9.8 meters/ Second 2 , the meaning of each variable is shown in Figure 3.

S5、通过图像接口渲染虚拟沙袋摆动效果。将虚拟沙袋摆动角度每过一次中心线减小初始摆动角度φ的25%,即按此规则线性衰减,沙袋由静止在击打后过摆动两个周期停止于中心线,等待下一次击打。以D3D图形接口为例,调用D3DXMatrixRotationX(&Rx,θ)接口函数实现沙袋摆动。S5. Render the virtual sandbag swing effect through the image interface. Decrease the swing angle of the virtual sandbag by 25% of the initial swing angle φ every time it crosses the center line, that is, linearly attenuate according to this rule, and the sandbag will stop at the center line after swinging for two cycles after being stationary, waiting for the next hit. Taking the D3D graphics interface as an example, call the D3DXMatrixRotationX(&Rx,θ) interface function to realize the sandbag swing.

以上实施例仅用以说明本发明专利的技术方案,而非对其限制;尽管参照前述实施例对本发明专利进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明专利各实施例技术方案的精神和范围。The above embodiments are only used to illustrate the technical solutions of the patent of the present invention, and are not intended to limit it; although the patent of the present invention has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: it can still be used for the foregoing implementations. The technical solutions described in the examples are modified, or some of the technical features are equivalently replaced; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the various embodiments of the patent of the present invention.

Claims (10)

1.一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,包括以下步骤:1. a method for Kinect-based virtual punching bag training, is characterized in that, comprises the following steps: S1、获取操作者左右手空间位置数据,所述左右手空间位置数据反映操作者的左右手位置信息;S1. Obtain spatial position data of the left and right hands of the operator, the spatial position data of the left and right hands reflect the position information of the operator's left and right hands; 所述步骤S1包括:Said step S1 comprises: S11、从Kinect视频流中获取操作者骨骼图像帧;S11. Obtain the operator's skeleton image frame from the Kinect video stream; S12、从步骤S11的骨骼图像帧数据中,获取操作者左右手坐标数据作为左右手空间位置数据。S12. From the skeleton image frame data in step S11, acquire the coordinate data of the left and right hands of the operator as spatial position data of the left and right hands. S2、将操作者左右手空间位置数据转换成左右虚拟拳击手套屏幕坐标数据,利用左右虚拟拳击手套屏幕坐标数据控制虚拟拳击手套在屏幕中的位置移动;S2. Convert the space position data of the left and right hands of the operator into the screen coordinate data of the left and right virtual boxing gloves, and use the screen coordinate data of the left and right virtual boxing gloves to control the position movement of the virtual boxing gloves on the screen; 所述步骤S2包括:Described step S2 comprises: S21、获取屏幕分辨率(xs,ys),将左右手空间位置数据中的左右手坐标HL(xl,yl,zl)、HR(xr,yr,zr)转换为左右虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs);左右手坐标的转换方法为:S21. Obtain the screen resolution (x s , y s ), convert the left and right hand coordinates HL(x l , y l , z l ), HR(x r , y r , z r ) in the left and right hand spatial position data into left and right virtual Boxing glove screen coordinates VL(x ls , y ls ), VR(x rs , y rs ); the conversion method of left and right hand coordinates is: xls=α*xl yls=β*yl x ls =α*x l y ls =β*y l xrs=α*xr yrs=β*yr其中,坐标转换系数α=xs/320、β=ys/240;x rs =α*x r y rs =β*y r Among them, coordinate transformation coefficient α=x s /320, β=y s /240; S22、将虚拟拳击手套模型绘制于左右虚拟拳击手套屏幕坐标VL(xls,yls)、VR(xrs,yrs)位置处,由此控制屏幕中虚拟拳击手套的位置移动。S22. Draw the virtual boxing glove model on the screen coordinates VL(x ls , y ls ) and VR(x rs , y rs ) of the left and right virtual boxing gloves, thereby controlling the movement of the virtual boxing glove on the screen. S3、根据S2中的左右虚拟拳击手套屏幕坐标数据判断虚拟拳击手套是否命中虚拟沙袋;S3. According to the screen coordinate data of the left and right virtual boxing gloves in S2, it is judged whether the virtual boxing gloves hit the virtual sandbag; S4、命中虚拟沙袋后,计算虚拟沙袋中心点初始摆动速度和初始摆动角度;S4. After hitting the virtual sandbag, calculate the initial swing speed and initial swing angle of the center point of the virtual sandbag; S5、根据S4中的虚拟沙袋中心点初始摆动速度、初始摆动角度及衰减方法,通过计算机图形接口渲染虚拟沙袋摆动过程,并在显示设备中进行显示。S5. According to the initial swing speed, initial swing angle and attenuation method of the center point of the virtual sandbag in S4, render the swing process of the virtual sandbag through the computer graphics interface, and display it on the display device. 2.根据权利要求1所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S3包括:2. the method for a kind of Kinect-based virtual boxing punching bag training according to claim 1, is characterized in that, described step S3 comprises: S31、将虚拟沙袋等同于矩形区域,并动态计算该矩形区域的四个顶点坐标;S31, equating the virtual sandbag to a rectangular area, and dynamically calculating the four vertex coordinates of the rectangular area; S32、判断左右虚拟拳击手套屏幕坐标是否在S31步骤所示的矩形区域上,如果是,则表明命中沙袋,否则,表明没有命中沙袋。S32. Determine whether the screen coordinates of the left and right virtual boxing gloves are on the rectangular area shown in step S31. If so, it indicates that the sandbag is hit; otherwise, it indicates that the sandbag is not hit. 3.根据权利要求2所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S31的矩形区域的四个顶点坐标的计算方法为:假设虚拟沙袋矩形区域高、宽分别为h、w,虚拟沙袋中心点与悬挂点之间的距离为l,虚拟沙袋中心点静止时屏幕坐标为(x0,y0),当相对于中轴线偏移角度为θ时,矩形区域左上角顶点A的坐标为: ( x 0 + l * sin θ - w 2 , y 0 - l * ( 1 - cos θ ) + h 2 ) , 右上角顶点B的坐标为: ( x 0 + l * sin θ + w 2 , y 0 - l * ( 1 - cos θ ) + h 2 ) , 右下角顶点C的坐标为: ( x 0 + l * sin θ + w 2 , y 0 - l * ( 1 - cos θ ) - h 2 ) , 左下角顶点D的坐标为: ( x 0 + l * sin θ - w 2 , y 0 - l * ( 1 - cos θ ) - h 2 ) . 3. the method for a kind of Kinect-based virtual boxing sandbag training according to claim 2, is characterized in that, the calculation method of the four vertex coordinates of the rectangular area of described step S31 is: assume that the virtual sandbag rectangular area is high and wide are h and w respectively, the distance between the center point of the virtual sandbag and the suspension point is l, the screen coordinates when the center point of the virtual sandbag is stationary is (x 0 , y 0 ), when the offset angle relative to the central axis is θ, the rectangle The coordinates of vertex A in the upper left corner of the area are: ( x 0 + l * sin θ - w 2 , the y 0 - l * ( 1 - cos θ ) + h 2 ) , The coordinates of vertex B in the upper right corner are: ( x 0 + l * sin θ + w 2 , the y 0 - l * ( 1 - cos θ ) + h 2 ) , The coordinates of the bottom right vertex C are: ( x 0 + l * sin θ + w 2 , the y 0 - l * ( 1 - cos θ ) - h 2 ) , The coordinates of the vertex D in the lower left corner are: ( x 0 + l * sin θ - w 2 , the y 0 - l * ( 1 - cos θ ) - h 2 ) . 4.根据权利要求1所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S4包括:4. the method for a kind of Kinect-based virtual boxing punching bag training according to claim 1, is characterized in that, described step S4 comprises: S41、计算虚拟沙袋中心点初始摆动速度V0S41. Calculate the initial swing velocity V 0 of the center point of the virtual sandbag; S42、计算虚拟沙袋中心点初始摆动角度φ。S42. Calculate the initial swing angle φ of the center point of the virtual sandbag. 5.根据权利要求4所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S41中虚拟沙袋中心点初始摆动速度V0的计算方法为:5. the method for a kind of Kinect-based virtual boxing sandbag training according to claim 4, is characterized in that, in described step S41, the computing method of virtual sandbag central point initial swing velocity V 0 is: S411、计算操作者左手或右手出拳速度V1S411. Calculate the punching speed V 1 of the operator's left or right hand; S412、根据步骤S411得到的出拳速度V1计算虚拟沙袋中心点初始摆动速度V0S412. Calculate the initial swing velocity V 0 of the center point of the virtual sandbag according to the punching velocity V 1 obtained in step S411. 6.根据权利要求5所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S411中操作者左手或右手出拳速度V1的计算方法为:以Kinect摄像头为三维坐标系原点,Kinect摄像头前面板平面所在平面为XOY面,其中X轴指向操作者的右侧,Y轴指向操作者的上方,Z轴指向操作者的前侧,假设从击中虚拟沙袋的骨骼图像帧中获取的骨骼坐标为P(X1,Y1,Z1),并取前一帧骨骼坐标Q(X2,Y2,Z2),那么出拳向量为(X1-X2,Y1-Y2,Z1-Z2),由此可得出拳速度V1:6. the method for a kind of Kinect-based virtual boxing punching bag training according to claim 5, is characterized in that, in described step S411, the calculation method of operator's left hand or right hand punching speed V 1 is: take Kinect camera as three-dimensional The origin of the coordinate system, the plane where the front panel of the Kinect camera is located is the XOY plane, where the X-axis points to the right side of the operator, the Y-axis points to the top of the operator, and the Z-axis points to the front side of the operator. The bone coordinate obtained in the image frame is P(X 1 , Y 1 , Z 1 ), and the previous frame bone coordinate Q(X 2 , Y 2 , Z 2 ), then the punching vector It is (X 1 -X 2 , Y 1 -Y 2 , Z 1 -Z 2 ), from which we can get punch speed V 1 : V 1 = | PQ → | * 25 = 25 ( X 1 - X 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 V1的单位为:米/秒。 V 1 = | PQ &Right Arrow; | * 25 = 25 ( x 1 - x 2 ) 2 + ( Y 1 - Y 2 ) 2 + ( Z 1 - Z 2 ) 2 The unit of V1 is: m/s. 7.根据权利要求5所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S412中操作者以V1的出拳速度击打到虚拟沙袋后,虚拟沙袋中心点初始摆动速度V0的计算公式为:7. the method for a kind of virtual boxing punching bag training based on Kinect according to claim 5, is characterized in that, after the operator hits the virtual punching bag with the punching speed of V 1 in the step S412, the center point of the virtual punching bag The formula for calculating the initial swing velocity V 0 is: V0=0.025V1V 0 =0.025V 1 . 8.根据权利要求4所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S42中虚拟沙袋中心点初始摆动角度φ的计算方法为:8. a kind of method based on the virtual boxing sandbag training of Kinect according to claim 4, is characterized in that, in the described step S42, the calculation method of virtual sandbag central point initial swing angle φ is: φ=argcos(1-V0 2/2lg)φ=argcos(1-V 0 2 /2lg) 其中:V0为虚拟沙袋中心点初始摆动速度,l为虚拟沙袋中心点与悬挂点之间的距离,g为重力加速度,取9.8米/秒2Among them: V 0 is the initial swing velocity of the center point of the virtual sandbag, l is the distance between the center point of the virtual sandbag and the suspension point, g is the acceleration of gravity, which is 9.8 m/s 2 . 9.根据权利要求1所述的一种基于Kinect的虚拟拳击沙袋训练的方法,其特征在于,所述步骤S5中通过图形接口渲染虚拟沙袋摆动过程时,将虚拟沙袋摆动角度每过一次中心线减小初始摆动角度φ的25%,即按此幅度衰减,虚拟沙袋由静止在击打后摆动两个周期停止于中心线,等待下一次击打。9. the method for a kind of Kinect-based virtual boxing sandbag training according to claim 1, is characterized in that, when rendering virtual sandbag swing process by graphical interface in the described step S5, the virtual sandbag swing angle crosses the center line every time Decrease 25% of the initial swing angle φ, that is, attenuate according to this amplitude, and the virtual sandbag will stop at the center line after swinging for two cycles after being stationary, waiting for the next strike. 10.一种基于Kinect的虚拟拳击沙袋训练的系统,其特征在于,该系统包括Kinect摄像头、计算机和显示设备;Kinect摄像头与计算机连接,计算机与显示设备通过视频连接线连接;10. A system based on the Kinect-based virtual boxing sandbag training, characterized in that the system includes a Kinect camera, a computer and a display device; the Kinect camera is connected with a computer, and the computer and the display device are connected by a video cable; 其中,Kinect摄像头用于获取操作者左右手空间位置数据,所述左右手空间位置数据反映操作者的左右手位置信息;Wherein, the Kinect camera is used to obtain the spatial position data of the left and right hands of the operator, and the spatial position data of the left and right hands reflects the position information of the left and right hands of the operator; 计算机将操作者左右手空间位置数据转换成左右虚拟拳击手套屏幕坐标数据,利用左右虚拟拳击手套屏幕坐标数据控制虚拟拳击手套在屏幕中的位置移动,然后根据左右虚拟拳击手套屏幕坐标数据判断虚拟拳击手套是否命中虚拟沙袋;在命中虚拟沙袋后,计算虚拟沙袋中心点初始摆动速度和初始摆动角度,并根据虚拟沙袋中心点初始摆动速度、初始摆动角度及衰减方法,通过计算机图形接口渲染虚拟沙袋摆动过程;The computer converts the space position data of the left and right hands of the operator into the screen coordinate data of the left and right virtual boxing gloves, uses the screen coordinate data of the left and right virtual boxing gloves to control the position movement of the virtual boxing gloves on the screen, and then judges the virtual boxing gloves according to the screen coordinate data of the left and right virtual boxing gloves Whether to hit the virtual sandbag; after hitting the virtual sandbag, calculate the initial swing speed and initial swing angle of the virtual sandbag center point, and render the virtual sandbag swing process through the computer graphics interface according to the initial swing speed, initial swing angle and attenuation method of the virtual sandbag center point ; 显示设备用于显示拳击训练场景、虚拟沙袋、虚拟拳击手套以及操作者击打沙袋的过程。The display device is used for displaying a boxing training scene, a virtual sandbag, a virtual boxing glove, and a process in which an operator hits the sandbag.
CN201410657261.0A 2014-11-18 2014-11-18 Boxing sandbag training virtualizing method based on Kinect and boxing sandbag training virtualizing system based on Kinect Pending CN104361239A (en)

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CN111877888A (en) * 2020-07-10 2020-11-03 北京恒得安防科技有限公司 Intelligent handcuffs

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