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首页> 外文期刊>ACM Transactions on Graphics >Stretchable and Twistable Bones for Skeletal Shape Deformation
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Stretchable and Twistable Bones for Skeletal Shape Deformation

机译:可拉伸和可扭曲的骨骼骨骼变形

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摘要

Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. However, in addition to the well-studied elbow-collapse and candywrapper artifacts, the space of deformations possible with LBS is inherently limited. In particular, blending with only a scalar weight function per bone prohibits properly handling stretching, where bones change length, and twisting, where the shape rotates along the length of the bone. We present a simple modification of the LBS formulation that enables stretching and twisting without changing the existing skeleton rig or bone weights. Our method needs only an extra scalar weight function per bone, which can be painted manually or computed automatically. The resulting formulation significantly enriches the space of possible deformations while only increasing storage and computation costs by constant factors.
机译:基于骨骼的线性混合蒙皮(LBS)仍然是用于实时角色变形和动画的最流行的方法。其成功的关键在于其简单的实现和快速的执行。但是,除了经过充分研究的肘部塌陷和糖果包裹物外,LBS可能产生的变形空间本身也受到限制。特别是,仅将每个骨骼的标量权重函数混合在一起,就无法正确处理拉伸(骨骼会改变长度)和扭曲(扭曲)(形状会沿着骨骼的长度旋转)。我们对LBS配方进行了简单的修改,使之能够拉伸和扭曲而无需更改现有的骨架或骨骼重量。我们的方法仅需要每个骨骼额外的标量权重函数,即可手动绘制或自动计算。所得的公式显着丰富了可能变形的空间,同时仅以恒定因素增加了存储和计算成本。

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