一种快速网格融合方法在游戏中创建3D虚拟角色

Minchih Tsai, T. Lu
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引用次数: 3

摘要

随着游戏和动画的不断发展,动画师们注重设计复杂的三维模型,具有丰富的想象力,而三维模型的构建是一项费时费力的工作。在本文中,我们的目标是利用所提出的网格融合方法重用现有的网格模型来再现虚拟人物。与传统的核聚变方法相比,我们倾向于开发一种快速的方法,而不是设计一种离线技术。该方法首先选择用户提前切割的两个碎片模型,将网格碎片整合成一个完整的模型,用户干扰较小。为了使两个网格碎片相互关联,使用单位圆在其上投影两个开放的切割边界;此外,我们利用网格变形在两个开放切割边界之间生成网格补丁,并使用贝塞尔插值对补丁进行平滑。实验结果表明,该方法能够产生具有均匀中间补丁和低时间复杂度的虚拟字符。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Rapid Mesh Fusion Method to Create 3D Virtual Characters in Games
With an increasing growth of games and animations, animators pay attention to design sophisticated 3D models with vast imagination, while 3D model constructions are a labor-extensive and time-consuming task. In this paper, we aim to reuse existing mesh models to reproduce a virtual character by means of the proposed mesh fusion method. In comparison with the conventional fusion methods, we tend to develop a rapid method instead of devising an off-line technology. The proposed method first selects two fragmented models that have been cut in advance by users, and integrates the mesh fragments into a complete model with little user interference. In order to associate the two mesh fragments with each other, a unit circle is used to project two open cutting boundaries on it; in addition, we take advantage of mesh morphing to generate a mesh patch in between the two open cutting boundaries and smooth the patch by using the Bezier interpolation. The experimental results show that the proposed method will be able to create a virtual character with an even in-between patch and a low time complexity.
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