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首页> 外文期刊>ACM Transactions on Graphics >Building Efficient, Accurate Character Skins from Examples
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Building Efficient, Accurate Character Skins from Examples

机译:通过示例构建高效,准确的角色皮肤

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摘要

Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.
机译:良好的角色动画需要令人信服的皮肤变形,包括细微之处和诸如肌肉凸起的细节。这种效果通常是在提供非常通用且功能强大的工具的商业动画包中创建的。尽管这些系统对艺术家来说既方便又灵活,但是通用性通常导致字符计算速度慢或需要大量内存,因此无法在交互式系统中使用。取而代之的是,交互式系统将艺术家限制在特定的角色变形模型上,该模型快速且具有存储效率,但是众所周知,编写起来非常困难,并且会遭受许多变形伪影的困扰。本文提出了一个自动框架,该框架允许角色美术师使用高端系统中的全部工具来为交互式系统创建角色。我们的方法从动画系统中的任意装配角色开始。导出了一组示例,这些示例由与静态几何形状配对的变形的几何结构组成。使用这些示例,我们拟合了变形模型的参数,该参数最接近原始数据,但仍保持快速计算和压缩的内存。

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