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Lattice-Based Skinning and Deformation for Real-Time Skeleton-Driven Animation

机译:基于格的蒙皮和变形,用于实时骨骼驱动的动画

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In this paper, we present an efficient framework to deform polygonal models for skeleton-driven animation. Standard solutions of skeleton-driven animation, such as linear blend skinning, require intensive artist intervention and focus on primary deformations. The proposed approach can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with little user intervention. Given a surface mesh, we construct a lattice of cubic cells embracing the mesh and we apply lattice-based smooth skinning to drive the surface primary deformation with volume preservation. Lattice shape matching with dynamic particles, in the meantime, is utilized for secondary deformations. Due to the highly parallel lattice structure, the proposed method is liable to GPU computation. Our results show that it is adequate to vividly real-time animation.
机译:在本文中,我们提出了一种有效的框架来变形多边形模型,以实现骨骼驱动的动画。骨骼驱动动画的标准解决方案(例如线性混合蒙皮)需要美术师的大力干预,并专注于主要变形。所提出的方法可以在用户很少干预的情况下产生低频和高频表面运动,例如肌肉变形和振动。给定一个表面网格,我们构建一个包围该网格的立方单元网格,并应用基于网格的平滑蒙皮来驱动表面主要变形并保持体积。同时,将与动态粒子匹配的晶格形状用于二次变形。由于高度平行的晶格结构,所提出的方法易于进行GPU计算。我们的结果表明,生动逼真的实时动画就足够了。

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