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Real-time animation of human characters' anatomy

机译:人物角色解剖的实时动画

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The animation of articulated characters is a central problem in the computer graphics field. Skeletal animation techniques define a workflow which has proven to be effective for boundary representations (B-Reps). This paper extends the classical skeletal animation pipeline to deal with characters internal tissues. In contrast to most common approaches, the proposed technique automates all the stages of this workflow. Well knownskinningalgorithms, such asLinear Blending Skinning, Dual Quaternion SkinningorOptimized Centers of Rotationwere adapted to allow the use of our technique in applications where interactivity is required. The pipeline proposed in this paper can be used in many computer graphics systems such as games or educational applications to visualize and animate the internal anatomy of a virtual character at interactive rates.
机译:铰接角色的动画是计算机图形学领域的核心问题。骨骼动画技术定义了一种工作流,该工作流已被证明对边界表示(B-Reps)有效。本文扩展了经典的骨骼动画处理流程,以处理角色的内部组织。与大多数常用方法相反,所提出的技术使该工作流程的所有阶段自动化。调整了诸如线性混合蒙皮,双四元数蒙皮或最佳旋转中心之类的众所周知的蒙皮算法,以允许在需要交互性的应用中使用我们的技术。本文提出的管道可用于许多计算机图形系统,例如游戏或教育应用程序,以交互速率可视化和动画化虚拟角色的内部解剖结构。

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