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Skinning Cubic B´ezier Splines and Catmull-Clark Subdivision Surfaces

机译:蒙皮三次贝塞尔曲线样条和Catmull-Clark细分曲面

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摘要

Smooth space deformation has become a vital tool for the animationrnand design of 2D and 3D shapes. Linear methods, under the umbrellarnterm of “linear blend skinning”, are the de facto standard forrn3D animations. Unfortunately such approaches do not trivially extendrnto deforming vector graphics, such as the cubic B´ezier splinesrnprevalent in 2D or subdivision surfaces in 3D. We propose a variationalrnapproach to reposition the control points of cubic B´ezierrnsplines and Catmull-Clark subdivision surfaces—or any linear subdivisionrncurves or surfaces—to produce curves or surfaces whichrnmatch a linear blend skinning deformation as closely as possible.rnExploiting the linearity of linear blend skinning, we show how thisrnoptimization collapses neatly into the repeated multiplication of arnmatrix per handle. We support C~0;C~1;G~1, and fixed-angle continuityrnconstraints between adjacent B´ezier curves in a spline. Complexityrnscales linearly with respect to the number of input curvesrnand run-time performance is fast enough for real-time editing andrnanimation of high-resolution shapes.
机译:平滑的空间变形已成为2D和3D形状动画设计的重要工具。线性方法是“线性混合蒙皮”的统称,是事实上的3D动画标准。不幸的是,这样的方法不能简单地扩展到变形的矢量图形,例如在2D中普遍存在的三次Béezier样条或在3D中细分的表面。我们提出了一种变分方法,以重新定位三次B´ezierrn样条曲线和Catmull-Clark细分曲面(或任何线性细分曲面或曲面)的控制点,以生成与线性混合蒙皮变形尽可能紧密匹配的曲线或曲面。rn蒙皮,我们展示了这种优化如何整齐地崩溃成每个手柄的重复矩阵乘法。我们支持C〜0; C〜1; G〜1,并且在样条曲线中相邻B´ezier曲线之间的定角连续性rn约束。复杂度相对于输入曲线的数量呈线性比例,并且运行时性能足够快以进行高分辨率形状的实时编辑和动画处理。

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