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An inclusive Conformal Geometric Algebra GPU animation interpolation and deformation algorithm

机译:包容的共形几何代数GPU动画插值和变形算法

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In the last years, Geometric Algebra with its Euclidean, Homogeneous and Conformal models attracts the research interest in many areas of Computer Science and Engineering and particularly in Computer Graphics as it is shown that they can produce more efficient and smooth results than other algebras. In this paper, we present an all-inclusive algorithm for real-time animation interpolation and GPU-based geometric skinning of animated, deformable virtual characters using the Conformal model of Geometric Algebra (CGA). We compare our method with standard quaternions, linear algebra matrices and dual-quaternions blending and skinning algorithms and we illustrate how our CGA-GPU inclusive skinning algorithm can provide as smooth and more efficient results as state-of-the-art previous methods. Furthermore, the elements of CGA that handle transformations (CGA motors) can support translation, rotation and dilation(uniform scaling) of joints under a single, GPU-supported mathematical framework and avoid conversion between different mathematical representations in contrast to quaternions and dual-quaternions that support only rotation and rotation-translation, respectively. Hence, our main novelty is the replacement of different types of algebras, and their in-between conversions between CPU and GPU, such as linear algebra matrices, quaternions, dual-quaternions and Euler angles for animation interpolation and skinning with a single mathematical representation, the CGA motors which can optimally handle the composition of translation, rotation and scaling joint transformations and interpolations. Employing latest CGA code generators, we provide a sample implementation of our algorithm running natively in a vertex shader program on modern GPUs for typical deformable virtual character simulations.
机译:在过去的几年中,几何代数及其欧几里得,同质和共形模型吸引了计算机科学和工程学许多领域的研究兴趣,尤其是计算机图形学,因为它显示出比其他代数更有效,更平滑的结果。在本文中,我们提出了一种全包算法,用于使用几何代数的共形模型(CGA)对动画,可变形虚拟角色进行实时动画插值和基于GPU的几何蒙皮。我们将我们的方法与标准四元数,线性代数矩阵以及双四元数混合和蒙皮算法进行了比较,并说明了我们的CGA-GPU包含式蒙皮算法如何能够提供与最新技术类似的平滑,高效的结果。此外,处理变换的CGA元素(CGA电动机)可以在单个GPU支持的数学框架下支持关节的平移,旋转和膨胀(均匀缩放),并且避免了与四元数和双四元数相反的不同数学表示形式之间的转换。分别仅支持旋转和旋转平移。因此,我们的主要新颖之处在于替换了不同类型的代数,以及它们在CPU和GPU之间的中间转换,例如线性代数矩阵,四元数,对偶四元数和Euler角,用于通过单个数学表示法进行动画插值和蒙皮, CGA电机可以最佳地处理平移,旋转和缩放联合变换和插值的组成。利用最新的CGA代码生成器,我们提供了算法的示例实现,该算法在现代GPU的顶点着色器程序中本地运行,用于典型的可变形虚拟字符模拟。

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