体角色动画的纹理

P. Shen, P. Willis
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引用次数: 3

摘要

提出了一种基于多语义约束的纹理映射体数据集方法。该方法基于连续空间映射,以确保良好的图像质量。它只需要用户进行一次干预,以确定纹理必须与原始数据的中间图像匹配的关键点。这也可以用来避免纹理涂抹在太大的区域的问题。该方法使用三次传递。在第一个通道中,纹理被扭曲到一个中间表面,它本身就是体积对象的投影。这用于确保纹理与用户提供的对象关键点正确对齐。使用关键点来固定纹理,确保了体积对象可以被动画化。当渲染物体时,使用两个进一步的通道,首先将每个被渲染的点反向映射到一个全光学表面,然后反向映射到中间表面。这个由三部分组成的方面还允许纹理图像独立于体数据。采用基于数据的三角剖分方法来保持纹理图像的边缘质量。我们演示了2.5D纹理的扩展,通过体积挤压,使用与2D纹理一致的方法。这支持体模型的交互式雕刻。我们的总体目标是使用纹理体数据制作动画角色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Texture for volume character animation
We present an approach to texture mapping volume datasets based on multiple semantic constraints. The approach is based on continuous space mappings to ensure good image quality. It requires only one intervention by the user, to determine key points where the texture must match an intermediate image of the original data. This can also be used to avoid the problem of texture being smeared over too large an area. The method uses three passes. In the first pass the texture is warped to an intermediate surface which is itself a projection of the volume object. This is used to ensure that the texture correctly aligns with user-supplied key points of the object. The use of key points to pin the texture in place ensures that the volume object can be animated. When rendering the object two further passes are used, first inversely mapping each point being rendered to a plenoptic surface and then inversely mapping to the intermediate surface. This three-part aspect additionally allows the texture image to be independent of the volume data. A data-dependent triangulation method is used to retain edge quality in texture images. We demonstrate an extension to 2.5D textures, extruded through the volume, using an approach consistent with 2D texture. This supports interactive sculpting of the volume model. Our overall goal is animated characters using textured volume data.
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