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Animation, simulation, and control of soft characters using layered representations and simplified physics-based methods.

机译:使用分层表示和简化的基于物理的方法对软字符进行动画制作,模拟和控制。

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摘要

Realistic behavior of computer generated characters is key to bringing virtual environments, computer games, and other interactive applications to life. The plausibility of a virtual scene is strongly influenced by the way objects move around and interact with each other. Traditionally, actions are limited to motion capture driven or pre-scripted motion of the characters. Physics enhance the sense of realism: physical simulation is required to make objects act as expected in real life. To make gaming and virtual environments truly immersive, it is crucial to simulate the response of characters to collisions and to produce secondary effects such as skin wrinkling and muscle bulging. Unfortunately, existing techniques cannot generally achieve these effects in real time, do not address the coupled response of a character's skeleton and skin to collisions nor do they support artistic control.;In this dissertation, I present interactive algorithms that enable physical simulation of deformable characters with high surface detail and support for intuitive deformation control. I propose a novel unified framework for real-time modeling of soft objects with skeletal deformations and surface deformation due to contact, and their interplay for object surfaces with up to tens of thousands of degrees of freedom. I make use of layered models to reduce computational complexity. I introduce dynamic deformation textures, which map three dimensional deformations in the deformable skin layer to a two dimensional domain for extremely efficient parallel computation of the dynamic elasticity equations and optimized hierarchical collision detection. I also enhance layered models with responsive contact handling, to support the interplay between skeletal motion and surface contact and the resulting two-way coupling effects. Finally, I present dynamic morph targets, which enable intuitive control of dynamic skin deformations at run-time by simply sculpting pose-specific surface shapes. The resulting framework enables real-time and directable simulation of soft articulated characters with frictional contact response, capturing the interplay between skeletal dynamics and complex, non-linear skin deformations.
机译:计算机生成角色的真实行为是使虚拟环境,计算机游戏和其他交互式应用程序栩栩如生的关键。虚拟场景的合理性在很大程度上取决于对象移动和彼此交互的方式。传统上,动作仅限于动作捕获驱动或角色的规定动作。物理增强了真实感:需要进行物理模拟才能使对象按现实生活中的预期运行。为了使游戏和虚拟环境真正具有身临其境的感觉,至关重要的是模拟角色对碰撞的反应并产生诸如皮肤起皱和肌肉膨出等次要效果。不幸的是,现有技术通常不能实时实现这些效果,不能解决角色的骨骼和皮肤对碰撞的耦合响应,也不能支持艺术控制。在本文中,我提出了可对可变形角色进行物理模拟的交互式算法。具有高表面细节,并支持直观的变形控制。我提出了一个新颖的统一框架,用于对具有因接触而引起的骨骼变形和表面变形的软物体进行实时建模,以及它们对于具有数万个自由度的物体表面的相互作用。我利用分层模型来降低计算复杂度。我介绍了动态变形纹理,该纹理将可变形蒙皮层中的三维变形映射到二维域,以非常高效地并行计算动态弹性方程式并优化了分层碰撞检测。我还通过响应式接触处理增强了分层模型,以支持骨骼运动和表面接触之间的相互作用以及由此产生的双向耦合效果。最后,我介绍了动态变形目标,通过简单地雕刻特定于姿势的表面形状,可以在运行时直观地控制动态皮肤的变形。由此产生的框架能够实时,直接地模拟具有摩擦接触响应的软关节角色,从而捕获骨骼动力学与复杂的非线性皮肤变形之间的相互作用。

著录项

  • 作者

    Galoppo, Nico.;

  • 作者单位

    The University of North Carolina at Chapel Hill.;

  • 授予单位 The University of North Carolina at Chapel Hill.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2008
  • 页码 195 p.
  • 总页数 195
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;
  • 关键词

  • 入库时间 2022-08-17 11:38:38

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