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Compression method and apparatus for bone animation data

A technology of skeletal animation and compression method, applied in animation production, image data processing, instruments, etc., can solve the problems of reducing the amount of animation data, deformation, motion distortion, etc., and achieve the effect of reducing the amount of skeletal animation data

Active Publication Date: 2016-04-20
BEIJING PIXEL SOFTWARE TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, reducing the export sampling rate in the prior art may cause motion distortion and deformation while reducing the amount of animation data, affecting the animation effect

Method used

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  • Compression method and apparatus for bone animation data
  • Compression method and apparatus for bone animation data
  • Compression method and apparatus for bone animation data

Examples

Experimental program
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Embodiment 1

[0020] figure 1 It is a schematic flowchart of a method for compressing skeletal animation data provided by Embodiment 1 of the present invention. see figure 1 , the compression method of skeletal animation data includes steps S110-S130:

[0021] S110. Acquire a bone transformation matrix at each sampling moment from the source skeleton animation data, and split the acquired bone transformation matrix into transformation components.

[0022] Among them, the source skeletal animation data is the original collection of bone transformation matrices stored in the animation production tool. Each bone corresponds to a bone transformation matrix at each moment, and the bone transformation matrix records the position, orientation and scaling information of the bones.

[0023] After the bone transformation matrix of each bone frame at each moment is obtained from the animation production tool at a certain sampling rate, the bone transformation matrix is ​​split into multiple transfor...

Embodiment 2

[0031] This embodiment provides a new method for compressing skeletal animation data on the basis of the first embodiment. figure 2 It is a schematic flowchart of a method for compressing skeletal animation data provided by Embodiment 2 of the present invention. refer to figure 2 The method for compressing skeletal animation data provided in this embodiment includes steps S210-S280:

[0032] S210. Acquire a bone transformation matrix at each sampling moment from the source skeleton animation data, and split the acquired bone transformation matrix into transformation components.

[0033] In the data frame of the source skeletal animation data collected through a high sampling rate, the transformation components corresponding to the initial sampling moment obtained by splitting and the transformation components corresponding to the final sampling moment are determined as key transformation components.

[0034] S220. Sorting the two adjacent key transformation components and ...

Embodiment 3

[0054] The skeletal animation data compression method provided in this embodiment compresses the skeletal animation data for each transformation component. The skeletal transformation matrix in the present invention can be sampled at a higher sampling rate, ie 25-30 frames / s. In order to set forth the skeletal animation data compression method of the present invention more clearly, the source skeletal animation data of a bone is explained with a smaller sampling rate in the present embodiment, wherein, the sampling rate fps=5 frames / s, that is, one Sampling 5 frames of bone transformation matrix per second. In the compression method of skeletal animation data provided by this embodiment, after splitting the skeletal transformation matrix into translation components, rotation components and scaling components, each transformation component is sampled at time T={t 0 , t 1 , t 2 , t 3 , t 4} and the transformation component d={d corresponding to the sampling moment 0 , d 1 ...

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Abstract

The invention discloses a compression method and apparatus for bone animation data. The method comprises: a bone conversion matrix at each sampling time is obtained from source bone animation data and the obtained bone conversion matrixes are split into conversion components; for each sampling time, a conversion component interpolation of the sampling time is calculated according to a conversion component before the sampling time and a conversion component after the sampling time, and the conversion component of the sampling time is determined to be a non-key conversion component or a key conversion component based on the conversion component of the sampling time, the interpolation corresponding to the conversion component, and a deviation threshold value; and the non-key conversion component is deleted. According to the technical scheme, because the non-key conversion component that is determined based on the conversion component of the sampling time, the interpolation corresponding to the conversion component, and the deviation threshold value is deleted, the bone animation data are compressed under the circumstances that the high sampling rate is employed and the motion distortion of the bone animation is avoided, so that the bone animation data volume is reduced.

Description

technical field [0001] The invention relates to the technical field of computer graphics, in particular to a method and device for compressing skeletal animation data. Background technique [0002] A large number of characters are used in modern 3D massively multiplayer online (3DMMO, 3DMassivelyMultiplayerOnline) games. Each character animation contains a large amount of bone animation data. Each bone corresponds to a transformation matrix at each moment, recording the bone's Position, orientation, and scaling information. If a character has M bones and the animation sequence length is N frames, then the character animation data needs to be stored in M×N frames. Too much data will cause the game program installation package to be bloated and extend the The download time and installation time of the installation package and the update time of the game program. [0003] Character animation is stored in 3DMAX / MAYA and other creative tools. When exporting animation data, the g...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T9/00G06T13/40
CPCG06T9/007G06T13/40
Inventor 李杨
Owner BEIJING PIXEL SOFTWARE TECH
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