Real-time ambient occlusion for dynamic character skins

Adam G. Kirk, Okan Arikan
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引用次数: 34

Abstract

We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time on dynamic character skins. This method is designed to work with meshes that are deforming based on a low-dimensional set of parameters, as in character animation. The inputs to our method are rendered ambient occlusion values at the vertices of a mesh deformed into various poses, along with the corresponding degrees of freedom of those poses. The algorithm uses k-means clustering to group the degrees of freedom into a small number of pose clusters. Because the pose variation in a cluster is small, our method can define a low-dimensional pose representation using principal component analysis. Within each cluster, we approximate ambient occlusion as a linear function in the reduced-dimensional representation. When drawing the character, our method uses moving least squares to blend the reconstructed ambient occlusion values from a small number of pose clusters. This technique offers significant memory savings over storing uncompressed values, and can generate plausible ambient occlusion values for poses not seen in training. Because we are using linear functions our output is smooth, fast to evaluate, and easy to implement in a vertex or fragment shader.
动态角色皮肤的实时环境遮挡
我们提出了一种单通道硬件加速方法来实时重建动态角色皮肤上压缩的环境遮挡值。这种方法被设计用于基于低维参数集变形的网格,如角色动画。我们的方法的输入是在网格的顶点上渲染环境遮挡值,变形成各种姿势,以及这些姿势的相应自由度。该算法使用k-means聚类将自由度分组为少量的姿态聚类。由于聚类中的姿态变化较小,我们的方法可以使用主成分分析来定义低维姿态表示。在每个聚类中,我们将环境遮挡近似为降维表示中的线性函数。在绘制角色时,我们的方法使用移动最小二乘来混合从少量姿态簇中重建的环境遮挡值。这种技术比存储未压缩值提供了显著的内存节省,并且可以为训练中未见过的姿势生成可信的环境遮挡值。因为我们使用线性函数,所以我们的输出是平滑的,快速评估的,并且易于在顶点或片段着色器中实现。
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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