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Skeletal Animation by Spline aligned Deformation on the GPU

机译:通过样条线的骨骼动画在GPU上对齐变形

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摘要

Presented is a skeletal animation system for providing high quality geometric deformations in real-time. Each bone of the skeleton is therefore represented by a spline, rather than using conventional rotation matrix. Our approach allows each vertex of the animated character to be influenced by a maximum of three spline-curves, which is sufficient for skinned animation. One spline is defined by three control points and a possible twist. As opposed to conventional Be'zier curves, our arc-spline relies on trigonometric functions for providing better curvatures. The optimized implementation using the OpenGL-shading language GLSL shows very promising results for real-time character animation, as even about 1 Million vertices were able to be transformed at interactive 43 frames per second on a GeForce 7800 GTX graphics card. Our method can further seamlessly be integrated in existing animation systems such as skeletal subspace deformation or pose space deformation, since the basic skinning algorithm is very similar.
机译:提出了一种用于实时提供高质量几何变形的骨骼动画系统。因此,骨骼的每个骨骼都由样条线表示,而不是使用常规旋转矩阵表示。我们的方法允许动画角色的每个顶点受到最多三个样条曲线的影响,这对于蒙皮动画是足够的。一个样条线由三个控制点和可能的扭曲定义。与传统的Be'zier曲线相反,我们的弧形样条依赖于三角函数来提供更好的曲率。使用OpenGL阴影语言GLSL进行的优化实现为实时角色动画显示了非常有希望的结果,因为即使在GeForce 7800 GTX图形卡上,每秒以交互43帧的速度转换大约100万个顶点。由于基本蒙皮算法非常相似,因此我们的方法可以进一步无缝集成到现有的动画系统中,例如骨骼子空间变形或姿势空间变形。

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