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A pose space for squash and stretch deformation

机译:壁球和拉伸变形的姿势空间

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摘要

`Squash & Stretch' is a fundamental technique in traditional animation, in which the shape of a character or object is intentionally distorted in order to accentuate its movement. Unfortunately the fluid deformation required by the squash & stretch technique is difficult to achieve using current tools, because the development of computer graphics algorithms has been largely driven by the goal of producing photo-realistic images and movement. We contribute a novel technique in which the squash & stretch effect can be introduced and controlled simply by specifying examples of the desired effect at any point along an animation timeline. The examples are associated with the pose of the model, where `pose' is defined as selected parameters of the underlying animation such as position, velocity, and acceleration. Unlike keyframe animation, which would require a squash or stretch to be specified every time that it occurs, our approach automatically produces the desired effect whenever the pose of the model approaches one of the trained poses. And unlike rigging-based approaches, which require the artist to specify various weight and expressions, our approach allows the desired deformations to be produced simply by sculpting them.
机译:“压紧和拉伸”是传统动画中的一项基本技术,在这种技术中,有意使角色或物体的形状变形,以增强其运动。不幸的是,使用当前的工具很难实现壁球和拉伸技术所需的流体变形,因为计算机图形算法的发展很大程度上受到产生逼真的图像和运动的目标的驱动。我们提供了一种新颖的技术,其中可以通过在动画时间轴上的任意点指定所需效果的示例来简单地引入和控制壁球和拉伸效果。这些示例与模型的姿势相关联,其中“姿势”被定义为基础动画的选定参数,例如位置,速度和加速度。与关键帧动画不同,关键帧动画每次发生时都需要指定挤压或拉伸,每当模型的姿势接近训练的姿势之一时,我们的方法就会自动产生所需的效果。与基于索具的方法(需要艺术家指定各种重量和表情)不同,我们的方法允许仅通过雕刻即可产生所需的变形。

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