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Position-Based Skinning for Soft Articulated Characters

机译:基于位置的蒙皮字符的蒙皮

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摘要

In this paper, we introduce a two-layered approach addressing the problem of creating believable mesh-based skin deformation. For each frame, the skin is first deformed with a classic linear blend skinning approach, which usually leads to unsightly artefacts such as the well-known candy-wrapper effect and volume loss. Then we enforce some geometric constraints which displace the positions of the vertices to mimic the behaviour of the skin and achieve effects like volume preservation and jiggling. We allow the artist to control the amount of jiggling and the area of the skin affected by it. The geometric constraints are solved using a position-based dynamics (PBDs) schema. We employ a graph colouring algorithm for parallelizing the computation of the constraints. Being based on PBDs guarantees efficiency and real-time performances while enduring robustness and unconditional stability. We demonstrate the visual quality and the performance of our approach with a variety of skeleton-driven soft body characters.
机译:在本文中,我们介绍了一种两层方法来解决创建基于网格的真实皮肤变形的问题。对于每一帧,首先使用经典的线性混合蒙皮方法使皮肤变形,这通常会导致难看的伪像,例如众所周知的糖果包装效果和体积损失。然后,我们强制执行一些几何约束,这些约束会移动顶点的位置以模仿皮肤的行为,并获得诸如体积保留和摆动的效果。我们允许艺术家控制抖动的数量和受其影响的皮肤区域。使用基于位置的动力学(PBD)方案可以解决几何约束。我们采用图着色算法来并行化约束的计算。基于PBD可以确保效率和实时性能,同时保持鲁棒性和无条件的稳定性。我们通过各种骨架驱动的软体人物展示了我们的方法的视觉质量和性能。

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