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Interactive ray tracing of skinned animations

机译:蒙皮动画的交互式光线跟踪

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Recent high-performance ray tracing implementations have already achieved interactive performance on a single PC even for highly complex scenes. However, so far these approaches have been limited to mostly static scenes due to the high cost of updating the necessary spatial index structures after modifying scene geometry. In this paper, we present an approach that avoids these updates almost completely for the case of skinned models as typically used in computer games. We assume that the characters are built from meshes with an underlying skeleton structure, where the set of joint angles defines the character's pose and determines the skinning parameters. Based on a sampling of the possible pose space we build a static fuzzy kd-tree for each skeleton segment in a fast preprocessing step. This fuzzy kd-tree is then organized into a top-level kd-tree. Together with the skeleton's affine transformations this multi-level kd-tree allows fast and efficient scene traversal at runtime, while arbitrary combinations of animation sequences can be applied interactively to the joint angles. We achieve a real-time ray tracing performance of up to 15 frames per second at 1024 x 1024 resolution even on a single processor core.
机译:近期的高性能光线跟踪实现已在单个PC上实现了交互式性能,即使是在高度复杂的场景中也是如此。然而,到目前为止,由于在修改场景几何形状之后更新必要的空间索引结构的高昂成本,这些方法主要限于静态场景。在本文中,我们提出了一种方法,该方法对于计算机游戏中通常使用的皮肤模型几乎完全避免了这些更新。我们假定角色是由具有基础骨架结构的网格构建的,其中关节角度集定义了角色的姿势并确定蒙皮参数。基于对可能的姿势空间的采样,我们在快速的预处理步骤中为每个骨架段构建了静态模糊kd树。然后将此模糊的kd树组织成顶层kd树。结合骨骼的仿射变换,此多级kd树可在运行时快速高效地遍历场景,同时可以将动画序列的任意组合交互式地应用于关节角度。即使在单个处理器内核上,我们也能以1024 x 1024的分辨率实现每秒15帧的实时光线跟踪性能。

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