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Kizamu: A System For Sculpting Digital Characters

机译:Kizamu:一种雕塑数字角色的系统

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This paper presents Kizamu, a computer-based sculpting system for creating digital characters for the entertainment industry. Kizamu incorporates a blend of new algorithms, significant technical advances, and novel user interaction paradigms into a system that is both powerful and unique. To meet the demands of high-end digital character design, Kizamu addresses three requirements posed to us by a major production studio. First, animators and artists want digital clay - a medium with the characteristics of real clay and the advantages of being digital. Second, the system should run on standard hardware at interactive rates. Finally, the system must accept and generate standard 3D representations thereby enabling integration into an existing animation production pipeline. At the heart of the Kizamu system are Adaptively Sampled Distance Fields (ADFs), a volumetric shape representation with the characteristics required for digital clay. In this paper, we describe the system and present the major research advances in ADFs that were required to make Kizamu a reality.
机译:本文介绍了一个基于计算机的雕刻系统,用于为娱乐业创建数字角色。 Kizamu包含新的算法,重要的技术进步和新颖的用户交互范例,进入一个功能强大而独特的系统。为了满足高端数字角色设计的需求,Kizamu通过主要生产工作室提出给我们的三个要求。首先,动画师和艺术家想要数字粘土 - 一种具有真正粘土特征的媒介和数字的优势。其次,系统应以交互式速率运行标准硬件。最后,系统必须接受并生成标准的3D表示,从而使得能够集成到现有的动画生产流水线中。在Kizamu系统的核心处于自适应地采样距离场(ADF),具有数字粘土所需的特性的体积形状表示。在本文中,我们描述了制度,并提出了使kizamu成为现实所需的ADF的主要研究进展。

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