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Real-time Skeletal Skinning with Optimized Centers of Rotation

机译:具有最佳旋转中心的实时骨骼蒙皮

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Skinning algorithms that work across a broad range of character de-rnsigns and poses are crucial to creating compelling animations. Cur-rnrently, linear blend skinning (LBS) and dual quaternion skinningrn(DQS) are the most widely used, especially for real-time applica-rntions. Both techniques are efficient to compute and are effective forrnmany purposes. However, they also have many well-known arti-rnfacts, such as collapsing elbows, candy wrapper twists, and bulgingrnaround the joints. Due to the popularity of LBS and DQS, it wouldrnbe of great benefit to reduce these artifacts without changing the an-rnimation pipeline or increasing the computational cost significantly.rnIn this paper, we introduce a new direct skinning method that ad-rndresses this problem. Our key idea is to pre-compute the optimizedrncenter of rotation for each vertex from the rest pose and skinningrnweights. At runtime, these centers of rotation are used to interpo-rnlate the rigid transformation for each vertex. Compared to otherrndirect skinning methods, our method significantly reduces the ar-rntifacts of LBS and DQS while maintaining real-time performancernand backwards compatibility with the animation pipeline.
机译:适用于各种角色设计和姿势的蒙皮算法对于创建引人注目的动画至关重要。当前,线性混合蒙皮(LBS)和双四元数蒙皮(DQS)被最广泛地使用,尤其是在实时应用中。两种技术都可以有效地进行计算,并且可以有效地达到许多目的。但是,它们也有许多众所周知的伪像,例如肘部塌陷,糖果包装的扭曲和关节周围的凸起。由于LBS和DQS的普及,减少这些伪像而不改变模拟流水线或不显着增加计算成本将具有很大的好处。本文介绍一种解决该问题的新直接蒙皮方法。我们的关键思想是根据其余姿势和蒙皮权重预先计算每个顶点的最佳旋转中心。在运行时,这些旋转中心用于为每个顶点插入刚性变换。与其他直接蒙皮方法相比,我们的方法在保持实时性能和与动画管道向后兼容的同时,显着减少了LBS和DQS的影响。

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