A method for real-time dynamic generation of feathers in a bird torso model

A real-time dynamic and feather technology, applied in animation production, image data processing, instruments, etc.

Active Publication Date: 2017-10-13
北京春天影视科技有限公司
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Problems solved by technology

The main reason is that although the distribution of feathers on the bird's trunk seems random, it is not completely random, because there is a minimum distance between different hair follicles to avoid the interpenetration of feathers. In addition, the direction of the feather shaft should be close to the surface of the trunk, while The torso of the bird itself will be deformed due to animation, so in the existing technology, there is no complete technical solution for solving the problem of dynamic feather generation on the torso model of the bird

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  • A method for real-time dynamic generation of feathers in a bird torso model

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Embodiment Construction

[0024] The present invention will be described in detail below with reference to the drawings and embodiments.

[0025] The invention provides a real-time dynamic generation method of feathers on a bird trunk model in a three-dimensional animation. The flowchart is as follows figure 1 As shown, it mainly includes the following steps:

[0026] Step 1. Perform UV mapping for the polygonal model of the bird's torso to obtain the three-dimensional coordinates D of each vertex 1~n in the world coordinate system when each polygon constituting the model is in the 0th frame. 10 ~D n0 , Normal vector N 10 ~N n0 And the tangent vector T 10 ~T n0 , And construct the vertex local coordinate system C at each vertex 1~n respectively 10 ~C n0 , Refer to the feather direction of real birds, set the feather shaft direction vector E in the local coordinate system of the vertex at each vertex 1 ~E n , Where n is the number of vertices of the polygon.

[0027] The world coordinate system is the default...

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Abstract

The invention discloses a real-time dynamic generating method for features on a bird body model. The method comprises the specific steps that UV mapping is carried out on a polygon model of a bird body, a vertex local coordinate system is set up on each vertex, and direction vectors of feather rods in the features located in the vertex local coordinate systems are set; a particle system is generated, all particles are restrained on the faces of a polygon, repulsive force among the particles serves as the width of the features, after evolution is carried out to the static state, the positions of all the particles are the positions of folliculus pili, and the types of the features are determined randomly; after the bird model is animated and deformed, the vertex local coordinate systems are updated, the direction of the feature rods of the features at the moment of current frames is calculated, the positions of the folliculus pili serve as coordinate origins to set up a feature local coordinate system, feature reference NURBS surface patches are set up according to the set width and the set length, the features are generated on the NUBRS surface patches, and the steps are repeated for all the frames in animation. The method can achieve no-penetration covering among the features, and generate the dynamic features in real time.

Description

Technical field [0001] The invention belongs to the field of three-dimensional animation, in particular an automatic non-interstitial covering and real-time dynamic generation method of feathers on a bird trunk model in three-dimensional animation. Background technique [0002] Three-dimensional animation technology is an emerging technology that has emerged with the development of computer software and hardware technologies in recent years. It can easily and quickly produce three-dimensional animation or film and television special effects shots that meet the needs of directors. [0003] The production principle of 3D animation is generally as follows: First, use 3D animation production tools (such as 3ds Max, Maya or Houdini) to create a virtual world in the computer; then, add scenes and 3D cartoon characters to this virtual 3D world. Three-dimensional model; finally, set the animation curve of the model, the motion trajectory of the virtual camera and other animation parameters...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T13/40
CPCG06T13/40
Inventor 李然朱承昊
Owner 北京春天影视科技有限公司
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