Extension PBD based skinning technology and weight re-locating method in character animation

A technology to expand position and dynamics, applied in animation production, image data processing, instruments, etc., can solve the problem of grid vertex weights taking too much time and the effect is not realistic enough, achieving fast speed, good efficiency and effect, and ensuring correctness sexual effect

Active Publication Date: 2017-07-18
BEIHANG UNIV
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AI Technical Summary

Problems solved by technology

[0005] The technical problem solved by the present invention is: for the problem that the traditional LBS method in character animation is fast but the effect is not realistic enough, a skinning method based on extended PBD is provided
In addition, in order to solve the time-consuming problem of artificially optimizing the weight of mesh vertices in the animation process, a weight relocation algorithm is proposed, which reduces the time requirement of the entire animation pipeline

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  • Extension PBD based skinning technology and weight re-locating method in character animation
  • Extension PBD based skinning technology and weight re-locating method in character animation
  • Extension PBD based skinning technology and weight re-locating method in character animation

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Embodiment Construction

[0061] figure 1 The processing flow of the skinning technology based on extended position dynamics and the weight repositioning method in character animation is given, and the present invention is further described below in conjunction with other drawings and specific implementation methods.

[0062] The present invention provides a skinning technology and weight repositioning method based on extended position dynamics in character animation. The main steps are introduced as follows:

[0063] 1. Grid initialization

[0064] This method generates the corresponding tetrahedral mesh according to the input triangular mesh, completes the definition of various constraints in the tetrahedral mesh and calculates the weight of the vertices in the triangular mesh and the tetrahedral mesh. The initial input is a triangular mesh file, stored in obj format, such as figure 2 shown. For the triangular mesh, use the software PhysXViewer to generate its corresponding tetrahedral mesh, such...

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Abstract

The invention relates to an extension PBD (Position Based Dynamics) based skinning technology and weight re-locating method in character animation. Aiming at a given triangular mesh, a corresponding tetrahedral mesh is generated. Stretching constraint, volume constraint, self-collision constraint and energy constraint of extension PBD are initialized aiming at the tetrahedral mesh and summit weights of the triangular mesh and the tetrahedral mesh are calculated and optimized at the same time. Transformation of the triangular mesh and the tetrahedral mesh is realized through LBS (Linear Blended Skinning) technology. The LBS transformation result is optimized through the extension PBD. Joint areas of the triangular mesh are smoothed by utilizing a Lapras method. Double harmonic distance fields of the original mesh and the new mesh are calculated separately and corresponding points of the two meshes are given and a prediction function is defined. Corresponding point, on the original mesh, of all the summits on the new mesh are calculated through the prediction function and the weights are obtained. The invention realizes a weight-relocating algorithm and is good in practicability.

Description

technical field [0001] The invention relates to a skinning technology based on extended position dynamics and a weight repositioning method in character animation. Background technique [0002] Character animation is increasingly becoming an integral part of human life. With the development of computer animation, people can no longer be satisfied with the experience brought by animated characters with poor deformation effects and unrealistic performance. How to realize the realistic and natural performance of 3D character animation has attracted extensive attention from academia and industry. . [0003] The implementation process of character animation includes the two important tasks of binding and skinning of a given bone. With the passage of time, people's research on character animation has been deepening, and many technologies about bone binding and skinning have been proposed one after another. But no technology is perfect, and one technology has advantages in one a...

Claims

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Application Information

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IPC IPC(8): G06T13/40
CPCG06T13/40G06T17/205G06T2210/21
Inventor 潘俊君陈莉娟
Owner BEIHANG UNIV
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