姿态依赖的细节水平模型的动画网格

Tianding Chen, Xianli Xu
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引用次数: 0

摘要

3D动画现在在电影和游戏中非常流行。由于游戏中的3D动画通常是实时执行的,因此艺术家创建的复杂模型通常被简化为低多边形数的模型。目前已有许多针对静态网格模型的简化方法,但针对可变形网格模型的简化方法却很少。当前可变形网格的简化方法要么计算成本高,要么无法产生令人满意的结果。本文针对可变形网格,提出了一种有效的基于姿态的细节框架。它的方法包括两个阶段。第一阶段预处理所有昂贵的计算步骤,并为每帧生成一个使用通用顶点层次结构的简化网格。第二阶段通过连接混合和几何插值在两个连续的关键帧之间生成中间网格。结果表明,该方法能够有效地在两个依赖于姿态的网格之间产生平滑的过渡,同时只需要很少的额外数据存储。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pose-Dependent Level of Detail Model for Animated Grids
3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally expensive or incapable of producing satisfactory results. In this paper, it proposes an efficient pose-dependent level of detail frame work for deformable grids. Its approach consists of two stages. The first stage preprocesses all costly computation steps and for each frame generates a simplified grid using a common vertex hierarchy. The second stage generates in-between grids between two consecutive key frames via connectivity blending and geometry interpolation. Results have showed that the proposed method is able to efficiently generate smooth transition between two pose-dependent grids, while requiring very little extra data storage.
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