How to build a human: practical physics-based character animation

James Jacobs, J. Barbič, Essex Edwards, C. Doran, Andy van Straten
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引用次数: 12

Abstract

We present state-of-the-art character animation techniques for generating realistic anatomical motion of muscles, fat, and skin. Physics-based character animation uses computational resources in lieu of exhaustive artist effort to produce physically realistic images and animations. This principle has already seen widespread adoption in rendering, fluids, and cloth simulation. We believe that the savings in manpower and improved realism of results provided by a physics- and anatomy-based approach to characters cannot be matched by other techniques. Over the past year we have developed a physics-based character toolkit at Ziva Dynamics and used it to create a photo-realistic human character named Adrienne. We give an overview of the workflow used to create Adrienne, from modeling of anatomical bodies to their simulation via the Finite Element Method. We also discuss practical considerations necessary for effective physics-based character animation.
如何建立一个人:实用的基于物理的角色动画
我们提出了最先进的人物动画技术,以产生逼真的解剖运动的肌肉,脂肪和皮肤。基于物理的角色动画使用计算资源代替详尽的艺术家努力来产生物理逼真的图像和动画。这一原则已经在渲染、流体和布料模拟中被广泛采用。我们认为,节省人力和提高现实主义的结果提供了物理和解剖学为基础的方法,以字符不能匹配其他技术。在过去的一年里,我们在Ziva Dynamics开发了一个基于物理的角色工具包,并用它来创建一个名为Adrienne的逼真的人类角色。我们概述了用于创建Adrienne的工作流程,从解剖体的建模到通过有限元方法的仿真。我们还讨论了有效的基于物理的角色动画所需的实际考虑因素。
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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