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Skeletal animation key frame compression method and device

A technology of skeletal animation and compression method, applied in animation production, image data processing, instruments, etc., can solve the problems of easy shaking, poor animation quality, and failure to take into account the parent-child relationship of bones, etc., and achieve the effect of reducing distribution costs.

Active Publication Date: 2019-06-11
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Since this method does not take into account the parent-child relationship between bones, it often leads to poor animation quality after streamlining, and it is prone to shaking

Method used

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  • Skeletal animation key frame compression method and device
  • Skeletal animation key frame compression method and device
  • Skeletal animation key frame compression method and device

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Embodiment Construction

[0061] The concept, specific structure and technical effects of the present application will be clearly and completely described below in conjunction with the embodiments and drawings, so as to fully understand the purpose, scheme and effect of the present application. It should be noted that, in the case of no conflict, the embodiments in the present application and the features in the embodiments can be combined with each other.

[0062] It should be noted that, unless otherwise specified, when a feature is called "fixed" or "connected" to another feature, it can be directly fixed and connected to another feature, or indirectly fixed and connected to another feature. on a feature. In addition, descriptions such as up, down, left, and right used in the application are only relative to the mutual positional relationship of the components of the application in the drawings. As used in this application and the appended claims, the singular forms "a", "the", and "said" are inten...

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PUM

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Abstract

The invention discloses a skeletal animation key frame compression method, which comprises the following steps of: reading the content of an animation file, and generating a skeletal node tree of eachthree-dimensional model in the animation file;counting the number of the indirect progenies of each node, and sorting the nodes of the skeleton node tree from large to small according to the number of the indirect progenies of each node to form a skeleton node sequence; distributing corresponding error thresholds for the nodes in the skeleton node sequence from front to back according to a sequence from small to large; and comparing the error threshold value corresponding to each node with the distance between the animation frame and the skeleton parameter corresponding to each node in the adjacent front and back frames so as to retain or remove the nodes in the animation frame to form a compressed animation file. The invention further discloses a corresponding skeletal animation key frame compression device. The method and the device have the beneficial effects that the key frame density of the tail end skeleton nodes is specifically compressed, so that the distribution cost of gamesoftware or video animations and the like is reduced on the premise of ensuring the overall quality of the animations.

Description

technical field [0001] The present application relates to the field of computer graphics, in particular to a method and device for compressing skeletal animation key frames. Background technique [0002] In the field of computer graphics, there are currently two mainstream animation types: key frame animation and skeletal animation. In keyframe animation, the 3D model is just a fixed "pose" in each keyframe. An animator draws "snapshots" (ie, key frames) of multiple key actions during the movement of the 3D model, and the computer performs interpolation and smoothing calculations based on two adjacent key frames, so as to obtain a smoother image of the 3D model. animation. Although the keyframe animation only needs to perform interpolation calculations, the amount of calculation is relatively small compared to skeletal animation; however, because the interpolation calculations can only be performed based on keyframes with a fixed "pose", on the one hand, for complex combin...

Claims

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Application Information

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IPC IPC(8): G06T9/00G06T13/40
Inventor 江卓浩黄龙程卢歆翮陈汉辉李茂吴海权陈镇秋杨键陈晨
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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