CTSN:利用双流皮肤网络预测基于骨骼的角色的布料变形

IF 17.3 3区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Yudi Li, Min Tang, Yun Yang, Ruofeng Tong, Shuangcai Yang, Yao Li, Bailin An, Qilong Kou
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引用次数: 0

摘要

我们提出了一种新颖的学习方法,利用双流网络预测基于骨骼的人物的布变形。我们的方法所处理的人物并不局限于人类,也可以是其他基于骨骼表示的目标,如鱼或宠物。我们采用了一种新颖的网络架构,该架构由基于骨架和基于网格的残差网络组成,用于从模板布料网格中学习形成整体残差的粗特征和皱纹特征。我们的网络可用于预测宽松或紧身服装的变形。我们的网络占用内存少,从而降低了计算要求。实际上,在 nVidia GeForce RTX 3090 GPU 上对基于骨骼的角色的单个布料网格进行预测大约需要 7 毫秒。与之前的方法相比,我们的网络可以生成更精细的变形结果,包括细节和褶皱。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

CTSN: Predicting cloth deformation for skeleton-based characters with a two-stream skinning network

CTSN: Predicting cloth deformation for skeleton-based characters with a two-stream skinning network

We present a novel learning method using a two-stream network to predict cloth deformation for skeleton-based characters. The characters processed in our approach are not limited to humans, and can be other targets with skeleton-based representations such as fish or pets. We use a novel network architecture which consists of skeleton-based and mesh-based residual networks to learn the coarse features and wrinkle features forming the overall residual from the template cloth mesh. Our network may be used to predict the deformation for loose or tight-fitting clothing. The memory footprint of our network is low, thereby resulting in reduced computational requirements. In practice, a prediction for a single cloth mesh for a skeleton-based character takes about 7 ms on an nVidia GeForce RTX 3090 GPU. Compared to prior methods, our network can generate finer deformation results with details and wrinkles.

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来源期刊
Computational Visual Media
Computational Visual Media Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
16.90
自引率
5.80%
发文量
243
审稿时长
6 weeks
期刊介绍: Computational Visual Media is a peer-reviewed open access journal. It publishes original high-quality research papers and significant review articles on novel ideas, methods, and systems relevant to visual media. Computational Visual Media publishes articles that focus on, but are not limited to, the following areas: • Editing and composition of visual media • Geometric computing for images and video • Geometry modeling and processing • Machine learning for visual media • Physically based animation • Realistic rendering • Recognition and understanding of visual media • Visual computing for robotics • Visualization and visual analytics Other interdisciplinary research into visual media that combines aspects of computer graphics, computer vision, image and video processing, geometric computing, and machine learning is also within the journal''s scope. This is an open access journal, published quarterly by Tsinghua University Press and Springer. The open access fees (article-processing charges) are fully sponsored by Tsinghua University, China. Authors can publish in the journal without any additional charges.
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