Compression method and device for skeletal animation data

A technology of skeletal animation and compression method, which is applied in the Internet field, can solve the problems of huge data, reduce the processing speed of the computing system, etc., and achieve the effect of compressing the amount of data

Active Publication Date: 2020-05-15
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] When dealing with skeletal animation data in the prior art, for any skeletal topology, it includes key frame data, which is used to represent the displacement, rotation and scaling of skeletal nodes in each key frame. However, when large bones are involved When processing animation files, the data that needs to be stored and read will be very large, which will reduce the processing speed of the computing system

Method used

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  • Compression method and device for skeletal animation data
  • Compression method and device for skeletal animation data
  • Compression method and device for skeletal animation data

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Embodiment Construction

[0022] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the application. However, the present application can be implemented in many other ways different from those described here, and those skilled in the art can make similar promotions without violating the connotation of the present application. Therefore, the present application is not limited by the specific implementation disclosed below.

[0023] Terms used in one or more embodiments of this specification are for the purpose of describing specific embodiments only, and are not intended to limit one or more embodiments of this specification. As used in one or more embodiments of this specification and the appended claims, the singular forms "a", "said" and "the" are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" used in one or more embodiments of the present sp...

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Abstract

The invention provides a compression method and device for skeletal animation data, and the method comprises the steps: obtaining the skeletal animation data of a virtual object, and obtaining the skeletal displacement data, skeletal rotation data and skeletal scaling data, corresponding to each key frame, of each skeletal node of the virtual object from the skeletal animation data; constructing afirst storage table corresponding to each key frame, and storing skeleton rotation data, corresponding to each key frame, of each skeleton node of the virtual object in the first storage table; constructing a second storage table corresponding to each key frame, and storing the skeleton identity identifier and the skeleton displacement data and/or the skeleton scaling data corresponding to at least one skeleton node subjected to displacement and/or scaling in the second storage table.

Description

technical field [0001] The present application relates to the technical field of the Internet, in particular to a compression method, device, computing device, and computer-readable storage medium for skeletal animation data. Background technique [0002] Skeletal animation divides the 3D model into skeletal topology and skinning. Skeletal topology is composed of root bones and interconnected child bones. The bones of the parent node will affect the bones of all its child nodes when moving, and each bone is different. The combination of transformations can get various shapes of bone topology. If keyframes are defined, that is, the specific transformation of each bone in the bone at a certain point in time, a smooth transition can be inserted between the keyframes to make the bones move. Therefore, keyframe data is important for the storage and reading of bone animation. Fetch is very critical. [0003] When dealing with skeletal animation data in the prior art, for any ske...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T9/00G06T13/40
CPCG06T9/00G06T13/40
Inventor 赵博强杨林温佩贤
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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