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Animation Space: A Truly Linear Framework for Character Animation

机译:动画空间:真正线性的角色动画框架

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Skeletal subspace deformation (SSD), a simple method of character animation used in many applications, has several shortcomings; the best-known being that joints tend to collapse when bent. We present animation space, a generalization of SSD that greatly reduces these effects and effectively eliminates them for joints that do not have an unusually large range of motion. While other, more expensive generalizations exist, ours is unique in expressing the animation process as a simple linear transformation of the input coordinates. We show that linearity can be used to derive a measure of average distance (across the space of poses), and apply this to improving parametrizations. Linearity also makes it possible to fit a model to a set of examples using least-squares methods. The extra generality in animation space allows for a good fit to realistic data, and overfitting can be controlled to allow fitted models to generalize to new poses. Despite the extra vertex attributes, it is possible to render these animation-space models in hardware with no loss of performance relative to SSD.
机译:骨骼子空间变形(SSD)是许多应用程序中使用的一种简单的角色动画方法,存在一些缺点。最著名的是关节弯曲时会塌陷。我们介绍了动画空间,它是SSD的概括,可以极大地减少这些影响,并有效地消除那些运动范围异常大的关节。虽然存在其他更昂贵的概括,但我们的独特之处在于将动画过程表示为输入坐标的简单线性变换。我们表明,线性可用于得出平均距离(跨姿势空间)的度量,并将其应用于改善参数化。线性还使得使用最小二乘法将模型拟合到一组示例成为可能。动画空间的额外通用性可以很好地拟合现实数据,并且可以控制过度拟合以使拟合的模型推广到新的姿势。尽管具有额外的顶点属性,仍可以在硬件中渲染这些动画空间模型,而相对于SSD而言,性能不会损失。

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