基于骨骼的卡通头发建模使用斑点模型

Takeyuki Sakai, V. Savchenko
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引用次数: 4

摘要

日本的卡通动画通常是由动画师绘制的。但是现在我们可以看到越来越多的人将3D CG角色和手绘角色结合在一起制作动作场景,例如战斗或舞蹈场景。在这种方法中,3D CG角色模仿手绘角色。手工为动画制作好看的头发仍然是一项乏味的任务。本文主要研究三维CG角色的头发造型。传统上,人物的毛发是通过多边形模型或使用参数表面表示来制作的。然而,多边形模型是静态的,存在运动限制。这些模型不能代表在手绘动画中显示的缕缕头发的结合和划分。因此,需要能够实现手绘表情的灵活发型模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Skeleton-based cartoon hair modeling using blobby model
Japanese cartoon animations are produced usually by animator's drawing. But nowadays we can see increasing interest in combining 3D CG characters and hand-drawn characters to make action-packed scene, for example, a battle or dance scene. In such an approach, 3D CG characters mimic hand-drawn characters. Creating good looking hair by hand for Anime remains a tedious task. In this paper, we focus on hair modeling of 3D CG characters. Traditionally, characters' hairs are made by polygonal models or by using parametric surface representation. Nevertheless, polygonal models are static and there are motion limitations. These models cannot represent union and division of wisps of hair shown in hand-drawn animations. Thus, flexible hair models allowing attaining hand-drawn expressions are needed.
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