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

机译:基于格子的剥皮和实时骨架驱动动画的变形

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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,我们为骨架驱动动画提供了一种有效的多边形模型的高效框架。骨架驱动动画的标准解决方案,如线性混合剥皮,需要密集的艺术家干预并专注于初级变形。所提出的方法可以产生低频和高频表面运动,例如肌肉变形和振动,具有较少的用户干预。考虑到表面网格,我们构建了一个立方体单元格,采用网格,我们将基于格子的光滑剥皮施加,以驱动具有体积保存的表面初级变形。与动态颗粒相同的晶格形状与动态颗粒相匹配用于二次变形。由于具有高度平行的晶格结构,所提出的方法易于GPU计算。我们的结果表明,它足以生动地实时动画。

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