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Method for physically deforming skin of virtual human based on hierarchical model

A technology of hierarchical model and virtual human, applied in image data processing, animation production, instruments, etc., can solve problems such as reducing computing overhead, and achieve the effect of reducing data volume and processing time, with strong sense of realism, and ensuring correct presentation.

Inactive Publication Date: 2011-08-31
BEIHANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] The technical problem to be solved by the present invention is to overcome the deficiencies of the prior art, comprehensively use geometric methods and physical methods, and provide a method for physical deformation of virtual human skin based on a layered model. Due to the flexible organization of model data, a fine mesh for virtual human skin drawing and a simplified mesh for deformation control and physical calculation are respectively constructed. On the premise of ensuring the accurate deformation process and real rendering effect of the virtual human, the Reduced computational overhead, resulting in an efficient method for virtual human skin morphing

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  • Method for physically deforming skin of virtual human based on hierarchical model
  • Method for physically deforming skin of virtual human based on hierarchical model
  • Method for physically deforming skin of virtual human based on hierarchical model

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Embodiment Construction

[0040] Below in conjunction with accompanying drawing and embodiment the present invention is described in further detail:

[0041] The implementation process of the present invention includes three main steps: building a hierarchical model, physically deforming, and driving the skin. Such as figure 1 shown.

[0042] The first step is to build a hierarchical model, which is mainly divided into two stages: building the skeleton layer and building the physical layer.

[0043] The first stage: building the skeleton layer

[0044] The skeletal layer is located at the central axis inside the superficial layer. First determine the joint sections in the surface layer (such as shoulder joint section, elbow joint section, wrist joint section) through the 3D model editing software and obtain the center point of the section; then directly connect the center points of adjacent joint sections (wrist joint and elbow joint section) The center points of the cross-sections of the joints ar...

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Abstract

The invention discloses a method for physically deforming the skin of virtual human based on a hierarchical model, which comprises the following steps: (1) constructing the hierarchical model, namely, firstly processing an original model to generate a skeleton layer model used for controlling motions, a physical layer model used for physical deformation and a surface layer model used for final drawing, and establishing mapping relationships between a skeleton layer and a physical layer and between the physical layer and a surface layer; (2) producing the physical deformation, namely, after finishing constructing the hierarchical model, causing the skeleton layer to generate a motion trend and drive the physical layer to produce the physical deformation according to a mode of motion set bya user; and (3) driving the skin, namely, in the physical deformation process, driving the surface layer to motion and change along with the physical layer to generate the dynamic effect of the deformation of the skin according to the mapping relationship between the physical layer and the surface layer. In the method, on the basis of keeping the advantage of the sense of reality of the physical deformation and in combination with the characteristic of the data organization flexibility of the hierarchical model, an elaborate network used for drawing the skin of the virtual human and a simplified network used for deformation control and physical calculation are constructed respectively, which reduces calculation overhead on the premise of ensuring the precise deformation process of the virtual human and drawing reality effect.

Description

technical field [0001] The invention belongs to the technical fields of computer virtual reality and computer graphics, and in particular relates to a human skin deformation method in virtual human simulation and virtual human motion simulation technology. Background technique [0002] With the continuous development of computer software and hardware technology, the ability of data acquisition and presentation is getting stronger and stronger. In particular, virtual human simulation and simulation have been widely used in many fields such as film and television entertainment, virtual reality, and telemedicine. However, how to present the virtual human form more realistically and improve the real-time performance to broaden the scope of application still needs in-depth research to meet the needs of different fields. Among them, human skin, as the most external form of expression of a virtual person, has received more attention. Human skin deformation techniques can generall...

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T13/40
Inventor 梁晓辉赵沁平沈旭昆曹远
Owner BEIHANG UNIV