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Research on Automatic Skinning of Articulated Characters Using Extended Position Based Dynamic

机译:基于扩展位置动态的关节字符自动蒙皮研究

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This paper proposes automatic skinning using extended position based dynamic in character animation, which adds energy conservation constraints based on the easy expandability of the position based dynamics. In the skeletal motion process, the deformation of surface mesh is divided into two stages. First stage: at each frame, the skeleton moves and both the surface and volumetric vertices are deformed by a standard LBS algorithm. Second stage: we use position based dynamics to update both the tetrahedral mesh and surface mesh automatically by solving the constraints. Lastly, self-collision and Laplacian smoothing are used to refine the deformation locally and output the result. In order to verify the feasibility and effectiveness of the mentioned algorithm, this paper experiment with different models and obtain the desired results.
机译:本文提出了在角色动画中使用基于扩展位置的动态的自动蒙皮,它基于基于位置的动态的易扩展性增加了节能约束。在骨骼运动过程中,表面网格的变形分为两个阶段。第一阶段:在每帧中,骨骼移动,并且表面和体积顶点均通过标准LBS算法变形。第二阶段:我们使用基于位置的动力学来通过求解约束来自动更新四面体网格和曲面网格。最后,使用自碰撞和拉普拉斯平滑对局部变形进行细化并输出结果。为了验证所提算法的可行性和有效性,本文对不同模型进行了实验,获得了预期的结果。

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