A comparison of linear skinning techniques for character animation

D. Jacka, Ashley Reid, Bruce Merry, J. Gain
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引用次数: 36

Abstract

Character animation is the task of moving a complex, artificial character in a life-like manner. A widely used method for character animation involves embedding a simple skeleton within a character model and then animating the character by moving the underlying skeleton. The character's skin is required to move and deform along with the skeleton. Research into this problem has resulted in a number of skinning frameworks. There has, however, been no objective attempt to compare these methods. We compare three linear skinning frameworks that are computationally efficient enough to be used for real-time animation: Skeletal Subspace Deformation, Animation Space and Multi-Weight Enveloping. These create a correspondence between the points on a character's skin and the underlying skeleton by means of a number of weights, with more weights providing greater flexibility. The quality of each of the three frameworks is tested by generating the skins for a number of poses for which the ideal skin is known. These generated skin meshes are then compared to the ideal skins using various mesh comparison techniques and human studies are used to determine the effect of any temporal artefacts introduced. We found that Skeletal Subspace Deformation lacks flexibility while Multi-Weight Enveloping is prone to overfitting. Animation Space consistently outperforms the other two frameworks.
角色动画的线性蒙皮技术的比较
角色动画是以逼真的方式移动复杂的人工角色的任务。一个广泛使用的角色动画方法包括在角色模型中嵌入一个简单的骨架,然后通过移动底层骨架来动画角色。角色的皮肤需要随着骨架移动和变形。对这个问题的研究已经产生了许多蒙皮框架。然而,没有客观的尝试来比较这些方法。我们比较了三种计算效率足以用于实时动画的线性蒙皮框架:骨骼子空间变形,动画空间和多权重包膜。它们通过一些权重来创建角色皮肤上的点与底层骨架之间的对应关系,权重越大,灵活性就越大。通过为已知理想皮肤的许多姿势生成皮肤来测试这三个框架的质量。然后使用各种网格比较技术将这些生成的皮肤网格与理想皮肤进行比较,并使用人体研究来确定引入的任何时间人工制品的效果。我们发现骨骼子空间变形缺乏灵活性,而多权重包络容易产生过拟合。动画空间始终优于其他两个框架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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