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Implementation of digital human modeling and skin deformation based on flexible model and multi-joints-binding method

机译:基于柔性模型和多关节绑定方法的数字人体建模与皮肤变形的实现

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Digital human modeling and skin deformation is the most challenging and widely used computer animation technology. In all existing methods the skinning algorithm has many advantages such as fast implement speed and simple operating process, but it also has the flaws such as local 'collapse' and 'drape' phenomena. An improved skinning method is presented that can effectively reduce traditional flaws of this method. After the key terminologies are introduced the improvement for skinning deformation is illustrated in detail. The main measures include that (1) adding extra joints on JSL to minimize the distance between adjacent joints and thus joint's importance attribute is introduced, (2) using joint cluster to replace single joint, and (3) creating the corresponding relationship between skin and JSLs based on flexible model and multi-joints-binding method (MJBM), that is to say binding one skin vertex to several joints using distance criterion and weight coefficient is the function of distances between the skin vertex to its related joints. All these improvements can make the skin deformation more smoothing. In order to verify the validity of the method we implement the algorithm above proposed using Visual C++ 6.0 and OpenGL language, and the digital hand finger bending and leg kicking deformation are achieved. The experimental results show that the skin deformation is very natural and meets the habit of human self.
机译:数字人体建模和皮肤变形是最具挑战性且应用最广泛的计算机动画技术。在所有现有方法中,换肤算法具有许多优点,例如实现速度快和操作过程简单,但是它也具有诸如局部“崩溃”和“悬垂”现象的缺陷。提出了一种改进的蒙皮方法,可以有效减少该方法的传统缺陷。引入关键术语后,将详细说明蒙皮变形的改进。主要措施包括:(1)在JSL上添加额外的关节以最小化相邻关节之间的距离,从而引入关节的重要性属性;(2)使用关节簇替换单个关节;(3)创建皮肤与皮肤之间的对应关系。基于柔性模型和多关节绑定方法(MJBM)的JSL,也就是说,使用距离标准和权重系数将一个皮肤顶点绑定到多个关节是皮肤顶点与其相关关节之间的距离的函数。所有这些改进可以使皮肤变形更加平滑。为了验证该方法的有效性,我们使用Visual C ++ 6.0和OpenGL语言实现了以上提出的算法,并实现了数字手指弯曲和踢腿变形。实验结果表明,皮肤变形非常自然,符合人的自我习惯。

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