Skinning technology and weight relocation method based on extended position dynamics in character animation

A technology for expanding position and dynamics, which is applied in animation production, instrumentation, calculation, etc., can solve the problems of unrealistic effect and time-consuming grid vertex weight, etc., and achieve good efficiency and effect, fast speed, good overall performance and The effect of robustness

Active Publication Date: 2019-07-26
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

Method used

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  • Skinning technology and weight relocation method based on extended position dynamics in character animation
  • Skinning technology and weight relocation method based on extended position dynamics in character animation
  • Skinning technology and weight relocation method based on extended position dynamics 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

Disclosed relates to a method for skinning technology based on extended PBD and for weight retargeting in character animation. A corresponding tetrahedral mesh is generated for a given triangular mesh; a tensile constraint, a volume constraint, a self-collision constraint and an energy constraint of the extended PBD are initialized for the tetrahedral mesh, and vertex weights of the triangular mesh and the tetrahedral mesh are optimized simultaneously; the deformations of the triangular and the tetrahedral meshes are implemented through LBS technique; deformation results of the LBS are optimized through extended PBD; the joint region of the triangular mesh is smoothed through a Laplacian smoothing; bi-harmonic distance fields of the original mesh and a new mesh are calculated respectively, and two corresponding vertices of the mesh are given and a prediction function is defined; A weight retargeting algorithm is implemented in the present application and has a good 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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Patent Type & Authority Patents(China)
IPC IPC(8): G06T13/40
CPCG06T13/40G06T17/205G06T2210/21
Inventor 潘俊君陈莉娟
Owner BEIHANG UNIV
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