多线性运动合成与细节水平控制

Tomohiko Mukai, Shigeru Kuriyama
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引用次数: 21

摘要

交互式动画系统通常使用细节级别(LOD)控制,通过消除场景中不可感知的细节来减少计算成本。大多数方法采用动画和几何数据的多分辨率表示,并根据每个角色的重要性自适应地改变精度级别。多线性分析基于统计数据相关性提供多维和多模态数据的有效表示,包括人体运动数据。提出了一种基于多线性模型的运动综合LOD控制方法。该方法首先利用高阶奇异值分解分析关节、时间和样本之间的三模态相关性,提取少量运动样本的主成分。利用地质统计学方法对约简分量进行插值合成新的运动,通过自适应降低数据维数来控制运动预测精度。我们引入了一种混合算法,在保持视觉质量的同时,根据与相机的距离优化约简大小和计算时间。我们的方法为创建许多角色的交互式动画提供了一个实用的工具,同时在适度的计算成本水平上确保准确和灵活的控制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Multilinear Motion Synthesis with Level-of-Detail Controls
Interactive animation systems often use a level-of-detail (LOD) control to reduce the computational cost by eliminating unperceivable details of the scene. Most methods employ a multiresolutional representation of animation and geometrical data, and adaptively change the accuracy level according to the importance of each character. Multilinear analysis provides the efficient representation of multidimensional and multimodal data, including human motion data, based on statistical data correlations. This paper proposes a LOD control method of motion synthesis with a multilinear model. Our method first extracts a small number of principal components of motion samples by analyzing three-mode correlations among joints, time, and samples using high-order singular value decomposition. A new motion is synthesized by interpolating the reduced components using geostatistics, where the prediction accuracy of the resulting motion is controlled by adaptively decreasing the data dimensionality. We introduce a hybrid algorithm to optimize the reduction size and computational time according to the distance from the camera while maintaining visual quality. Our method provides a practical tool for creating an interactive animation of many characters while ensuring accurate and flexible controls at a modest level of computational cost.
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