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Optimization approaches applied to animation setup transfer for visual effects

机译:应用于动画设置的优化方法

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摘要

In today’s animation and visual effects (VFX) industry, time is precious. Making a 3D character ready for animation, and by ready we mean preparing the skeletons and skin weights, is a very time-consuming task. Thus speeding up this iterative creation process will be useful. This thesis is part of a broader project done in the Multimedia Laboratory at École de technologie supérieure (ÉTS) in collaboration with an industrial partner, Autodesk, and also with contributions of a postdoctoral fellow, two PhD students, and a professional’s master student. The main goal of this project is to transfer the already-done artist’s work to other 3D characters. This process is done through a pipeline consisting of a geometric correspondence computation, skeleton transfer, and weight transfer. Within the broader project, this dissertation makes specific contributions to the analysis of underlying mathematical models and to enhance and optimize the skeleton retargeting.ududTo transfer the animation setup, first a geometric correspondence based on a set of markers is computed between the source mesh and target mesh. It should be mentioned here that the whole process of skeleton retargeting and skin weights transferring does not rely on a specific geometric correspondence method. Each joint can be extracted as a blended combination of its weighted vertices. The weighted vertices of each joint are a set of vertices, which are affected by the transformation of the joint. The computed vertex-to-point correspondence is used to position the source joint within the target mesh, in a way that reproduces the spatial relationship found between the source joint and its weighted vertices. In this dissertation, two different approaches are developed for locating the joints within the target mesh. One approach is done by solving an energy minimization problem, and the other one is done using generalized Procrustes analysis. The skeleton retargeting results achieved using these two approaches are proposed and compared, mostly in the matter of speed and simplicity. Furthermore, the rotation and orientation of each joint need to be retargeted as well. The orientation is copied from the source joints’ orientation directly. Transferring the rotation is done by finding the rotation alignment between the point cloud of the joint’s weighted vertices on the source and their corresponding locations on the target. A pose normalization procedure is designed to make sure that the joints in the source and target share the same limb orientation. To improve the skeleton quality, the options for aligning the spine and mirroring the joint positions to take advantage of symmetrical mesh’s features, are also developed. At last, the skin weights are transferred from the source mesh to the target mesh.ududThe approaches are tested on a diversity of source and target characters with a vast range of mesh topology and morphology in both inverse and forward kinematics animations. This method allows for reusing existing animation setup and reducing the manual interventions.
机译:在当今的动画和视觉效果(VFX)行业中,时间是宝贵的。让3D角色准备好进行动画制作,以及准备好我们的意思是准备骨骼和皮肤权重,是一项非常耗时的任务。因此,加速此迭代创建过程将很有用。这篇论文是在Écolede technologiesupérieure(ÉTS)的多媒体实验室中与工业合作伙伴Autodesk合作完成的更广泛项目的一部分,该项目还包括一名博士后研究员,两名博士生和一名专业硕士生。该项目的主要目标是将已经完成的艺术家的作品转移到其他3D角色中。该过程是通过包括几何对应计算,骨架传递和权重传递的管道完成的。在更广泛的项目中,本论文为基础数学模型的分析以及增强和优化骨架重定目标做出了特殊贡献。 ud ud要传输动画设置,首先要在源之间计算基于一组标记的几何对应关系网格和目标网格。这里应该提到的是,骨骼重定目标和皮肤权重转移的整个过程并不依赖于特定的几何对应方法。可以将每个关节提取为其加权顶点的混合组合。每个关节的加权顶点是一组顶点,这些顶点受关节的变换影响。计算出的顶点到点的对应关系用于将源关节定位在目标网格内,方式是重现源关节及其加权顶点之间的空间关系。本文研究了两种不同的方法在目标网格内定位节点。一种方法是解决能量最小化问题,另一种方法是使用广义Procrustes分析。提出并比较了使用这两种方法实现的骨架重定目标结果,主要是在速度和简便性方面。此外,每个关节的旋转和方向也需要重新定位。方向直接从源关节的方向复制。通过找到源上关节的加权顶点的点云与目标上相应位置之间的旋转对齐来完成旋转的传递。姿势归一化过程旨在确保源和目标中的关节共享相同的肢体方向。为了提高骨骼质量,还开发了对齐脊柱和镜像关节位置的选项,以利用对称网格的功能。最后,将皮肤权重从源网格转移到目标网格。 ud ud在反向和正向运动学动画中,对这些方法在各种源和目标角色上进行了测试,并具有广泛的网格拓扑和形态。此方法允许重新使用现有的动画设置并减少手动干预。

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    Fallahdoust Sahel;

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  • 年度 2016
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  • 原文格式 PDF
  • 正文语种 en
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