Multi-Layer Level of Detail For Character Animation

Yann Savoye, Alexandre Meyer
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引用次数: 10

Abstract

Real-time animation of human-like characters has been an active research area in computer graphics. Nowadays, more and more applications need to render various realistic scenes with human motion in crowds for interactive virtual environments. Animation and level of detail are well explored fields but little has been done to generate level of detail automatically for dynamic articulated meshes. Our approach is based on the combination of three interesting layers for run-time level of detail in character crowd animation: the skeleton, the mesh and the motion. We build a Multiresolution Skeletal Graph to simplify the skeleton topology progressively. In contrast with previous works, we use a Dual-Graph Based Simplification for articulated meshes, where the triangle decimation is driven by triangle compactness, to build a dynamic, continuous, progressive and selective mesh level of detail. We also present Power Skinning to ensure the stability of Linear Smooth Skinning, during the simplification, with an efficient multi-weight update rule.
角色动画的多层细节
类人角色的实时动画一直是计算机图形学研究的一个活跃领域。如今,越来越多的应用需要在人群中渲染各种具有人体运动的逼真场景,以实现交互式虚拟环境。动画和细节水平是很好的探索领域,但很少做自动生成的细节水平为动态铰接网格。我们的方法是基于三个有趣的层的组合,用于角色人群动画的运行时细节级别:骨架,网格和运动。构建多分辨率骨架图,逐步简化骨架拓扑结构。与以前的工作相比,我们对铰接网格使用基于双图的简化,其中三角形抽取由三角形紧凑性驱动,以构建动态,连续,渐进和选择性的网格细节级别。在简化过程中,为了保证线性光滑蒙皮的稳定性,我们还提出了功率蒙皮,并采用了高效的多权更新规则。
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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