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A high-efficiency real time group animation frame

A group and frame technology, applied in the field of image data processing and generation, can solve problems such as not easy to generate code of conduct, unreal group behavior, different complex behavior, etc., achieve good scalability, reduce rendering resource consumption, and reduce overhead Effect

Inactive Publication Date: 2008-05-28
UNIV OF ELECTRONIC SCI & TECH OF CHINA
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The reason why the agent-based method is used more is: 1) The real crowd is each individual's own decision, and such a model can capture the special state of each person: visibility, distance from other walkers, etc. 2) Different individuals can set different simulation parameters, resulting in different complex behaviors
However, agent-based models also have drawbacks: it is not easy to generate consistently true behavior rules; global path computation for each individual can quickly become a resource killer, especially in real-time environments
[0055] As a result, most models separate local collision avoidance from global path planning, and these two computations for different purposes inevitably conflict
In addition, local path planning often leads to "myopia", resulting in unrealistic crowd behavior
These problems will worsen rapidly in the case of severe congestion and rapid environmental changes

Method used

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  • A high-efficiency real time group animation frame
  • A high-efficiency real time group animation frame
  • A high-efficiency real time group animation frame

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0079] When the above-mentioned framework is applied to a specific three-dimensional virtual reality scheme: the moving groups are spatially distributed, at this time, the grid division module 26 in the framework divides the group space into a set of "cube regions", as shown in Figure 2 . For convenience, the edges of the large region and the slicing planes that form the faces of the small cube are aligned with the global axis. At the beginning of the movement, individuals are distributed into corresponding "cube regions" based on their initial positions W. The individual checks periodically (not every frame) whether it has entered a new "cube area" when it is moving, and if so, updates its area number. Large regions are used to enclose regions of interest. The number of grid divisions along each axis should be selected moderately, which can not only locate the individual more accurately (more divisions), but also reduce the extra overhead of box switching when the individua...

Embodiment 2

[0081] Apply the above-mentioned framework to the implementation process of real-time schemes for planar and curved surface group animation: in many cases, moving groups are distributed on a flat or curved surface, such as pedestrians on the street, troops in the valley, herds of beasts on the grassland and many more. At this time, the grid division module 26 in the framework divides the group space into a set of "rectangular areas", as shown in FIG. 3 . At the beginning of the movement, individuals are distributed into corresponding "rectangular areas" based on their initial positions W. When the individual is moving, it checks periodically (not every frame) whether it has entered a new "rectangular area", and if so, updates its area number.

Embodiment 3

[0083] As shown in Figure 4, when the above framework is applied to the real-time scheme of planar and curved surface group animation, when the number of rectangles is set to 1*1, this scheme evolves into a single-grid group animation, that is, the usual non-grid , The scheme of using the skybox as the group animation area, as shown in Figure 4. This solution is suitable for operations with a small number of groups and few rendering resources.

[0084] The above three cases are aimed at different application fields. In general, Embodiment 3 is a simplification of Embodiment 2; Embodiment 4 is a simplification of Embodiment 3. The advantage of simplification is that it reduces the computational complexity, and the disadvantage is that it reduces the efficiency. Therefore, during the process of simplification from case 1 to case 3, the programming implementation becomes simpler, the efficiency decreases, and the rendering resource consumption increases.

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Abstract

The invention discloses a high efficient real-time frame of a group animation, which is used for realizing a general group behavior system. The frame comprises a group level, a cluster level and an individual level, wherein, after an external command is sent to the group level, and then the external command is delivered to the corresponding cluster level through the grid classification, and the variation of a virtual environment is perceived through the cluster level, the individual level is controlled by combining the obtained command, and the individual level performs the correspondent detail level action according to the controlling information and the environment information of the cluster level. The technical proposal of the high efficient real-time frame of the group animation of the invention can effectively reduce the resource consumption and improve the real-time performance of the rendering and the calculation.

Description

technical field [0001] The present invention is designed for general image data processing and generation. Specifically, computer software technology is used to create vivid and lifelike crowd or animal group animations. track. Background technique [0002] Current research work on crowd animation mainly focuses on modeling crowd characters. [0003] The following terms are involved in the modeling process: [0004] Mesh division: Divide the scene space of group animation into a group of continuous two-dimensional or three-dimensional grids (cubic grid or rectangular grid). In a small area, thereby reducing the computational load of the program. [0005] LOD: Level of detail. By calculating the number of triangles and vertices of the trimmed model, images of different resolutions are set for models of different observation levels, thereby reducing the computational load during rendering. [0006] Group: The group in the present invention refers to an entity composed of ...

Claims

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Application Information

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IPC IPC(8): G06T17/00G06T15/70G06T13/40
Inventor 陈雷霆何晓曦蔡洪斌何明耘张建
Owner UNIV OF ELECTRONIC SCI & TECH OF CHINA
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