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METHOD AND APPARATUS FOR INSERTING EXTERNAL TRANSFORMATIONS INTO COMPUTER ANIMATIONS

机译:将外部变换插入计算机动画中的方法和装置

摘要

Transformation matrices describing the motion of an articulated reference object specify translations of the reference object and/or its articulated parts, and are relative to the origin of the object's coordinate system. During the real-time animation process, a connection matrix is saved to represent the current transformation status of the animated object. This connection matrix being obtained by continuously concatenating an external transformation (if any) with the next animation step. This process allows efficient insertion of external transformations (e.g., resulting from operating real-time interactive user controls). Use of absolute transformations to develop the connection matrix allows a first animation sequence to be interrupted at any arbitrary point and immediately, smoothly followed by a second animation sequence (e.g., walking can be interrupted at any time and turned into running, jumping, etc.).
机译:描述关节参考对象运动的变换矩阵指定参考对象和/或其关节部分的平移,并且相对于对象坐标系的原点。在实时动画过程中,将保存一个连接矩阵,以表示动画对象的当前转换状态。通过将外部变换(如果有的话)与下一个动画步骤连续地串联在一起,可以获得此连接矩阵。该过程允许有效地插入外部变换(例如,由于操作实时交互式用户控件而产生)。使用绝对变换来建立连接矩阵可以使第一个动画序列在任意任意点处中断,并立即平滑地跟随第二个动画序列(例如,行走可以在任何时间被中断并变成跑步,跳跃等。 )。

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