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Globals intersection analysis for determining intersections of objects in computer animation

机译:全局相交分析,用于确定计算机动画中对象的相交

摘要

A method of globally analyzing intersections between objects in computer animation includes providing objects represented by meshes, with each of the meshes being formed by a set of vertices, where a set of pairs of vertices defines a set of edges of the mesh. All edges of the meshes are checked to determine if the edges intersect with any of the meshes. An intersection path, formed by the intersection of the meshes, is traced and which vertices that are contained within the intersection path are determined. A polarity of each of the contained vertices is set to indicate that those vertices are contained within the intersection path. The analysis forms the backbone of a collision-response algorithm for unoriented objects such as cloth that is better than previous existing algorithms. The analysis also allows objects to be simulated even when hand-animated elements of the simulation have extreme amounts of interpenetration. Finally, simply displaying the nature and extent of the data found from the analysis provides extremely useful feedback to an end-user.
机译:一种在计算机动画中全局分析对象之间的相交的方法,包括提供由网格表示的对象,其中每个网格由一组顶点形成,其中一组顶点对定义了一组网格的边缘。检查网格的所有边缘,以确定边缘是否与任何网格相交。跟踪由网格的相交形成的相交路径,并确定包含在相交路径中的哪些顶点。设置每个包含的顶点的极性以指示这些顶点包含在相交路径内。该分析形成了针对未定向对象(例如衣服)的碰撞响应算法的基础,该算法比以前的现有算法更好。该分析还允许对对象进行模拟,即使模拟的手工动画元素具有极高的互穿程度。最后,仅显示从分析中发现的数据的性质和范围即可为最终用户提供极为有用的反馈。

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