School of Public Teaching and Practice, Wuhan Technical College of Communications, Wuhan 430065, Hubei, China.
Comput Intell Neurosci. 2022 Jul 22;2022:4109170. doi: 10.1155/2022/4109170. eCollection 2022.
Due to the limitation of sports movement, the current simulation technology of sports entities is prone to deficiencies in capturing dynamic motion figures and is prone to lack of accuracy. It is also affected by external noise and brightness. To solve these problems, this paper proposes a sports entity simulation based on the fish swarm algorithm and compares the figure effectiveness, figure segmentation, core point, and noise reduction effect of the two in the shooting figure. Through the comparison, it is found that the figure is more appropriate to the real moving figure, the motion capture is more accurate, and the number of core points is related to the accuracy of motion capture. The more core points, the more accurate the motion capture, and the noise reduction effect is also increased by 20.3%, which reduces the impact of brightness on the motion simulation. The difference in the effect of the traditional simulation technology (particle swarm algorithm) and the entity simulation based on the fish swarm algorithm was also compared. The combination with the artificial fish swarm algorithm is to simulate the moving entity and learn from some reference data. By comparing the data between the two after the experiment, it is concluded that the fish swarm algorithm is more effective in the simulation of sports entities.
由于体育运动的局限性,当前的体育实体模拟技术在捕捉动态运动图像时容易出现缺陷,并且准确性也容易受到影响。它还受到外部噪声和亮度的影响。为了解决这些问题,本文提出了一种基于鱼群算法的体育实体模拟,并比较了这两种方法在拍摄图像中的图形效果、图形分割、中心点和降噪效果。通过比较,发现该图形更适合真实的运动图形,运动捕捉更准确,并且与运动捕捉的准确性相关的中心点数量。中心点越多,运动捕捉越准确,降噪效果也提高了 20.3%,降低了亮度对运动模拟的影响。还比较了传统模拟技术(粒子群算法)和基于鱼群算法的实体模拟的效果差异。与人工鱼群算法相结合,是为了模拟运动实体并从一些参考数据中学习。通过比较实验后的两组数据,得出鱼群算法在体育实体模拟中更有效。