Reducing Memory Requirements for Diverse Animated Crowds

Sergio Ruiz, Benjamín Hernández, Adriana Alvarado, Isaac Rudomín
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引用次数: 7

Abstract

Large-scale crowd simulation and visualization is crucial for the next generation of interactive virtual environments. Current authoring techniques produce good results but are laborious, and demand valuable graphics memory and computational resources beyond the reach of consumer-level hardware. In this paper, we propose a technique for generating animatable characters for crowds that reduces memory requirements. The first step consists in reducing, segmenting and labeling a data set of virtual characters into simpler body parts; labeling information is then manually generated and used to correctly match different body parts in order to generate new characters. The second step comprises a method to embed the rig and skinning information into the texture space shared among the new characters. Additional methods using color, skin features, pattern, fat, wrinkle and textile fold maps are used to add more variety. Animation sequences are stored in auxiliary textures. These can be transferred between different characters, as well as versions of the same characters with different level of detail; such animations can be modified, and otherwise reused, increasing variety yet reducing memory requirements. We will demonstrate that our technique has four advantages: first, memory requirements are reduced by 91% when compared to traditional libraries; second, it can also generate previously nonexistent characters from the original data set; third, embedding the rig and skinning into texture space allows painless animation transfer between different characters and fourth, between different levels of detail of the same characters.
减少不同动画人群的内存需求
大规模人群模拟和可视化是下一代交互式虚拟环境的关键。当前的创作技术产生了很好的结果,但是很费力,并且需要有价值的图形内存和计算资源,超出了消费者级硬件的范围。在本文中,我们提出了一种为人群生成可动画角色的技术,以减少内存需求。第一步是将虚拟字符数据集简化、分割和标记为更简单的身体部位;然后手动生成标签信息,并用于正确匹配不同的身体部位,以生成新字符。第二步包括将rig和蒙皮信息嵌入到新字符共享的纹理空间中的方法。使用颜色、皮肤特征、图案、脂肪、皱纹和纺织品折叠图的其他方法增加了更多的多样性。动画序列存储在辅助纹理中。这些可以在不同角色之间转移,也可以在不同细节级别的相同角色版本之间转移;这样的动画可以修改,或者重用,增加了多样性,同时减少了内存需求。我们将展示我们的技术有四个优点:首先,与传统库相比,内存需求减少了91%;其次,它还可以从原始数据集中生成以前不存在的字符;第三,将rig和skin嵌入到纹理空间中可以在不同角色之间进行无痛动画转换,第四,在相同角色的不同细节级别之间进行无痛动画转换。
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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