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Skin-top affecting weight distribution method based on standby joint point collection

An allocation method and joint point technology, applied in the field of skin deformation technology, can solve problems such as the influence of skeletal animation and the mismatch of skeleton definitions, and achieve the effect of saving labor and improving the degree of automation

Inactive Publication Date: 2005-12-21
BEIHANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0007] The implementation of the above skeletal animation requires the model and the collected motion data to use the same set of skeleton structures, but in fact the two processes of modeling and collecting motion data are relatively independent, so a large number of established virtual human models or No skeleton structure is attached, or the attached skeleton does not match the skeleton definition of the motion data to be used, which will have a certain impact on the application of skeletal animation

Method used

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  • Skin-top affecting weight distribution method based on standby joint point collection
  • Skin-top affecting weight distribution method based on standby joint point collection
  • Skin-top affecting weight distribution method based on standby joint point collection

Examples

Experimental program
Comparison scheme
Effect test

Embodiment

[0027] Embodiment: Determine the joints that affect the skin vertices of the virtual human model and set the weights. Specifically for a part of the virtual human model, such as image 3 As shown in (1), this part has multiple candidate joint points, and finally three candidate joint points are determined as joints.

[0028] Such as figure 1 As shown, the present invention includes two steps of determining influence joints for skin vertices and setting influence weights. The part of determining the affected joints is subdivided into four steps: (1) Vertex normal projection, projecting all skin vertices and points in the candidate joint point set to the normal direction of the parallel intercept plane; (2) Auxiliary influencing candidate joints point, divide all skin vertices according to the candidate joint points in the normal direction, and attach two adjacent candidate joint points (ie, two endpoints) to each skin vertex of the division; (3) Affiliate influence joints, ...

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PUM

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Abstract

The method includes steps: (1) vertex normal projection, i.e. spot projecting all skin vertexes and prepared articulation points to be selected onto normal direction of parallel intercepted plane in concentration; (2) dividing the said articulation points, and attaching two adjacent articulation points to divided skin vertexes; (3) attaching determined articulation points to skin vertexes; (4) according to sorting rules, sorting skin vertexes; according to relation between skin vertexes and positions of two affected articulation points, setting up class attribute of vertex, and adjusting accessory affected articulation points according to adjusting strategy; (5) setting up weight value of affected articulation points on skin vertexes including three classes. The invention saves manual labor for modeling, as well as raises automatic degree in procedure for geometrical modeling virtual human and in matching procedure between geometrical model of virtual human and moving data framework.

Description

technical field [0001] The invention belongs to the technical fields of computer virtual reality and computer graphics, and in particular relates to a virtual human skeleton animation technology and a skin deformation technology in the virtual skeleton animation. Background technique [0002] Virtual human technology, especially virtual human animation technology (character animation technology) is more and more widely used in virtual reality systems, distributed virtual reality systems, computer character animation, 3D games, digital film technology and other fields. In virtual reality, especially in distributed virtual reality systems, it is required that the virtual human controlled by humans has a certain degree of realistic geometric model, and at the same time, it can simulate part of human actions in the real environment in a natural and realistic way, so that operators and observers The user can obtain a certain degree of immersion. In the field of character animati...

Claims

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Application Information

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IPC IPC(8): G06T15/00
Inventor 赵沁平胡晓雁
Owner BEIHANG UNIV
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