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Bone animation processing method based on programmable graphics processing unit (GPU)

A technology of skeletal animation and processing methods, which is applied in animation production, image data processing, instruments, etc., and can solve problems such as difficulty in realizing real-time animation and unbalanced load

Inactive Publication Date: 2013-04-03
HUNAN NORMAL UNIVERSITY
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The CPU needs to undertake most of the calculations in real-time applications, such as scene management, physical calculations, etc., which will cause an unbalanced load between the CPU and GPU. When the system load increases, the CPU becomes the bottleneck for improving system performance. so it's hard to animate in real time

Method used

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  • Bone animation processing method based on programmable graphics processing unit (GPU)
  • Bone animation processing method based on programmable graphics processing unit (GPU)
  • Bone animation processing method based on programmable graphics processing unit (GPU)

Examples

Experimental program
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Embodiment 1

[0031] In this embodiment, calculations such as skeleton updating with relatively complex logic are performed on the CPU, and vertex updates with relatively simple logic are calculated on the GPU, which makes full use of the resources of the CPU and GPU. The frame diagram is as follows: figure 1 shown. However, since the bone update work is performed in the CPU, the updated matrix needs to be transferred to the GPU every time rendering.

[0032] like figure 2 As shown, the steps are as follows:

[0033] Step 1: Bind vertices to their corresponding bones in the CPU;

[0034] Step 2: Bind the offset matrix of the bone to its corresponding skeleton in the CPU;

[0035] Step 3: Update the skeleton in the CPU and perform matrix multiplication between the updated skeleton and its corresponding offset matrix, and then transfer the updated skeleton matrix and vertex information to the GPU;

[0036] Step 4: Use the incoming bone matrix to update the vertex information in the GPU. ...

Embodiment 2

[0038] This embodiment is a combination of vertex animation and skeletal animation. A set of bone matrices at the starting position and a set of bone matrices at the end position are used to represent an animation, that is, linear interpolation is performed on the starting and ending position bone matrix to obtain the intermediate animation pose. The method shown in this embodiment completes the calculation of the starting position bone matrix and the ending position bone matrix during initialization, and then puts all calculations related to skeletal animation into the GPU to complete. The advantage of the method shown in this embodiment is that the communication between the CPU and the GPU is reduced, and the disadvantage is that only the GPU is used for calculation, which wastes CPU resources and increases the burden on the GPU.

[0039] like image 3 As shown, the steps are as follows:

[0040] Step 1: Bind the vertices to the corresponding bones in the CPU;

[0041] Step ...

Embodiment 3

[0045] In this embodiment, the data texture is used as the transmission method, and the skeleton matrix is ​​obtained by creating the skeletal animation into the texture, and then obtaining the skeleton matrix by means of texture sampling. The advantage of the method shown in this embodiment is that the communication between the CPU and the GPU is reduced, and the disadvantage is that only the GPU is used for calculation, which wastes the resources of the CPU and increases the burden of the GPU. However, data textures, as a convenient way to transfer large amounts of data, provide another way to achieve skeletal animation.

[0046] The pre-created skeletal animation method can make the skeletal animation data into a texture, or you can create a textured ResourceView to map the data to the texture. The former needs to create a texture in advance, while the latter needs to calculate the skeletal animation information and map it to the texture's ResourceView during the initializa...

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Abstract

The invention aims at providing a bone animation processing method based on a programmable graphics processing unit (GPU). Calculation tasks of different parts of bone animation are placed into the GPU to enable parts of or all of calculation amounts to be transferred from the GPU to the GPU, and accordingly the GPU is liberated from burdensome vertex transformation and bone update. The bone animation processing method based on the GPU comprises: step one, binding vertexes in the GPU to corresponding bones; step two, binding offset matrixes of the bones and corresponding skeletons in the GPU; step three, updating skeletons in the GPU and performing matrix multiplication to updated skeletons and corresponding offset matrixes and transmitting updated bone matrixes and vertex information to the GPU; and step four, utilizing transmitted bone matrixes to update the vertex information in the GPU.

Description

technical field [0001] The invention relates to the field of computer graphics, in particular to a method for processing skeleton skin animation. Background technique [0002] Skeletal skinning animation is also called skeletal animation. Use skeletal animation techniques. Can create a variety of lifelike animation characters. Among them, the skeletal animation of the human body is most widely used. In general, skeletal animation is represented by two parts. One part is a series of bones forming a hierarchy, often called a skeleton, and the other part is the skin covering the skeleton. When rendering skeletal animation, it is necessary to perform a coordinate transformation to find the position of each vertex bound to the skeletal node at the next moment, which requires a large number of matrix and multiplication operations. Before the advent of programmable hardware, these tasks were done by the CPU. The CPU needs to undertake most of the calculations in real-time app...

Claims

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Application Information

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IPC IPC(8): G06T13/00
Inventor 贺景卫李彦吴佩周文敏皮珊珊
Owner HUNAN NORMAL UNIVERSITY
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