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Interactive Composition of 3D Faces for Virtual Characters

机译:虚拟角色的3D面孔的交互式合成

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摘要

As many 3D on-line games appear, there is an increased need for simple and efficient techniques to create many new faces. This paper presents a new algorithm to composite 3D faces for game characters. No remeshing or segmentation of 3D models is required in our method. Our algorithm is composed of four simple steps: building a one-to-one geometric correspondence between models, local resampling, computing relative geometry, and blending geometry. Our new algorithm can provide various composite operations such as replacement, interpolation, or randomization by assigning different weights for geometry blending. The space and time complexity of our algorithm is linear to the combined number of vertices of input meshes which means it is efficient enough for interactive operation. Our new method is expected to easily and quickly give a unique appearance to 3D game characters or anonymous crowds.
机译:随着许多3D在线游戏的出现,越来越需要简单有效的技术来创建许多新面孔。本文提出了一种用于合成游戏角色3D人脸的新算法。在我们的方法中,无需重新划分或分割3D模型。我们的算法由四个简单步骤组成:在模型之间建立一对一的几何对应关系,局部重采样,计算相对几何以及混合几何。通过为几何混合分配不同的权重,我们的新算法可以提供各种合成操作,例如替换,插值或随机化。我们算法的空间和时间复杂度与输入网格的顶点总数成线性关系,这意味着它对于交互操作足够有效。我们的新方法有望轻松快速地为3D游戏角色或匿名人群提供独特的外观。

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