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Robust Iso-Surface Tracking for Interactive Character Skinning

机译:鲁棒的等值面跟踪,用于交互式字符蒙皮

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摘要

We present a novel approach to interactive character skinning,rnwhich is robust to extreme character movements, handles skin contactsrnand produces the effect of skin elasticity (sliding). Our approachrnbuilds on the idea of implicit skinning in which the characterrnis approximated by a 3D scalar field and mesh-vertices are appropriatelyrnre-projected. Instead of being bound by an initial skinningrnsolution used to initialize the shape at each time step, we use thernskin mesh to directly track iso-surfaces of the field over time. Technicalrnproblems are two-fold: firstly, all contact surfaces generatedrnbetween skin parts should be captured as iso-surfaces of the implicitrnfield; secondly, the tracking method should capture elastic skin effectsrnwhen the joints bend, and as the character returns to its restrnshape, so the skin must follow. Our solutions include: new compositionrnoperators enabling blending effects and local self-contactrnbetween implicit surfaces, as well as a tangential relaxation schemernderived from the as-rigid-as possible energy to solve the trackingrnproblem.
机译:我们提出了一种新颖的交互式角色蒙皮方法,该方法对极端角色移动具有鲁棒性,可以处理皮肤接触并产生皮肤弹性(滑动)效果。我们的方法基于隐式蒙皮的思想,在该蒙皮中,适当投影3D标量场和网格顶点所近似的特征。我们不再使用最初在每个时间步初始化形状的蒙皮解决方案所绑定的方法,而是使用皮肤网格直接跟踪随时间变化的场的等值面。技术问题有两个方面:首先,应将皮肤部分之间产生的所有接触面捕获为隐式场的等值面;其次,跟踪方法应在关节弯曲时捕获弹性的皮肤效果,并且当角色恢复到其静止形状时,必须跟随皮肤。我们的解决方案包括:新型成分混合器,可实现隐含表面之间的混合效果和局部自接触,以及从刚度尽可能高的能量派生的切向松弛方案,以解决跟踪问题。

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