基于示例的蒙皮与逐步优化的支持关节

Kentaro Yamanaka, Akane Yano, S. Morishima
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引用次数: 5

摘要

骨骼-子空间变形(SSD),这是最流行的铰接角色动画方法,通常会导致一些伪影。动画师每次都要编辑网格,这是非常繁琐和耗时的。因此提出了基于实例的蒙皮算法。它采用编辑网格作为目标姿态,有效地生成逼真的动画。在这种技术中,角色网格应该变形以准确地适应目标姿势。Mohr等人[2003]引入了附加关节。他们希望动画师能够精确地嵌入骨架。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Example based skinning with progressively optimized support joints
Skeleton-Subspace Deformation (SSD), which is the most popular method for articulated character animation, often causes some artifacts. Animators have to edit mesh each time, which is seriously tedious and time-consuming. So example based skinning has been proposed. It employs edited mesh as target poses and generates plausible animation efficiently. In this technique, character mesh should be deformed to accurately fit target poses. Mohr et al. [2003] introduced additional joints. They expect animators to embed skeleton precisely.
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