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Effective methods for manipulating and rendering skinned meshes

机译:操作和渲染蒙皮网格的有效方法

摘要

Mesh skinning has been a widely applied method in games for skeleton driven character animation. A gaming character can be easily animated and deformed by transforming every vertex using a weighted sum of proxy bone transformations in the skeleton. Arbitrary deformations such as facial and cloth animation can also be effectively represented with a relatively large number of proxy bones. However, thelarge number of necessary proxy bones make it difficult to intuitively control the animation of deformable surfaces. This dissertation investigates novel methods for data-driven deformation and level-of-detail rendering of skinned mesh.The first part of this dissertation includes methods to effectively generate new animation for a skinned mesh, which may be a non-articulated model or highly deformable surface such as face or clothes. We develop a regression framework to learn deformation styles for a skinned mesh from example configurations based on kernel Canonical Correlation Analysis (CCA). Without expensive non-linear optimization at run-time stage, the regression method is very efficient and can achieve real-time performance in generating novel mesh deformations. The regression method is also investigated to generate deformation details for dynamic clothes. A hybrid approach for cloth animation is developed to find a mapping between coarse deformations to high-resolution spatial details in a cloth model. The quality of regression model is improved by making separate regressions at different detail scale and by identifying suitable rotation-invariant quantities for regression. The run-time components are implemented efficiently on GPU to achieve an overall real-time performance on high-resolution cloth models. In the second part, we focus on real-time rendering methods for skinned mesh. We introduce feature preserving triangular geometry images for level-of-detail rendering of skinned mesh. Triangular charts pack efficiently, simplify the elimination of T-junctions, arise naturally from an edge-collapse simplification base mesh, and layout more flexibly to allow their edges to follow curvilinear mesh features. By incorporating skinning weights and skinned bounding boxes into the representation, a view-dependent LOD scheme can be applied for rendering skinned meshes stored and rendered entirely on the GPU to maximize throughput. We also develop a data management scheme for precomputed radiance transfer to render skinned models with global shading effects.
机译:网格蒙皮已成为骨骼驱动角色动画在游戏中广泛应用的方法。通过使用骨骼中代理骨骼变换的加权总和来变换每个顶点,可以轻松使游戏角色动画化和变形。诸如脸部和衣服动画之类的任意变形也可以用相对大量的代理骨骼来有效地表示。然而,大量必要的代理骨骼使得难以直观地控制可变形表面的动画。本文研究了皮肤网格物体数据驱动的变形和细节层次渲染的新方法。本文的第一部分包括有效生成蒙皮网格物体的新动画的方法,该方法可以是非关节模型或高度变形的表面,如脸或衣服。我们开发了一个回归框架,以基于内核规范相关分析(CCA)从示例配置中学习蒙皮网格的变形样式。无需在运行时进行昂贵的非线性优化,该回归方法非常有效,并且可以在生成新颖的网格变形时实现实时性能。还研究了回归方法以生成动态衣服的变形细节。开发了一种用于布料动画的混合方法,以在布料模型中找到粗变形与高分辨率空间细节之间的映射。通过在不同的细节比例下进行单独的回归并通过确定合适的旋转不变量进行回归,可以提高回归模型的质量。运行时组件可在GPU上高效实现,从而在高分辨率布料模型上实现整体实时性能。在第二部分中,我们重点介绍蒙皮网格物体的实时渲染方法。我们介绍了保留特征的三角形几何图像,用于蒙皮网格的细节层次渲染。三角图有效打包,简化T形结的消除,自然地从边缘折叠简化基础网格中产生,并且布局更加灵活,以使其边缘能够遵循曲线网格特征。通过将蒙皮权重和蒙皮边界框合并到表示中,可以将基于视图的LOD方案应用于渲染完全在GPU上存储和渲染的蒙皮网格物体,以最大化吞吐量。我们还开发了一种用于预先计算的辐射传递的数据管理方案,以使蒙皮模型具有全局阴影效果。

著录项

  • 作者

    Feng Wei-Wen;

  • 作者单位
  • 年度 2010
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
  • 中图分类

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