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55 results about "Skeletal animation" patented technology

Skeletal animation is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of bones may not be hierarchical or interconnected, but it just represents a higher level description of the motion of the part of mesh or skin it is influencing.

Game animation character display method based on virtual reality technology

The invention provides a game cartoon character display method based on a virtual reality technology. The method comprises the following steps: acquiring three-dimensional model data of a game cartoon character in a target display area through a user interaction terminal; the virtual reality content management platform determines a dynamic rendering precision level according to the model data, and generates a real-time rendering strategy including a model patch reduction coefficient, a texture compression rate and a skeleton animation updating frequency in combination with terminal performance parameters; the strategy is sent to a virtual reality supervision platform and a user interaction terminal, and a virtual reality rendering engine platform is instructed to execute real-time rendering; and the virtual reality supervision platform monitors the frame rate fluctuation data of the head-mounted display device, calculates the scene rendering stability, sends a rendering optimization instruction if the scene rendering stability is lower than a threshold value, and adjusts the model data acquisition frequency and the video memory cleaning period to optimize the performance. The rendering efficiency and the system stability can be improved, and the hardware load and the frame rate fluctuation are reduced.
Owner:JIANGSU JIUQU INTERACTIVE ENTERTAINMENT NETWORK TECHNOLOGY CO LTD

Game controller animation synchronization method and system

The invention discloses a game controller animation synchronization method and system, and relates to the technical field of data transmission. The method comprises the following steps: step S1, input capture; step S2, data preprocessing; s3, performing a prediction algorithm; step S4, data compression and packaging; step S5, network transmission; step S6, processing by a server; step S7, receiving and analyzing by the client; step S8, generating an animation; step S9, performing synchronous correction; and step S10, a feedback mechanism. According to the method, the input data of the game controller is collected, the next operation of the user is predicted, the skeletal animation is generated according to the predicted result, physical skin rendering is conducted on the animation, the skeletal animation or the key frame difference value is used, the playing speed is adjusted in combination with dynamic time distortion, the animation synchronization delay is reduced, and the animation synchronization effect is improved.
Owner:HANGZHOU ZANRUAN TECHNOLOGY CO LTD

Skeletal animation display method and device, equipment and storage medium

The invention relates to the technical field, in particular to a skeletal animation display method which comprises the steps of creating a static model based on a modeling tool, adjusting topological structures of high and low density areas of joints, verifying the symmetry of the model and correcting and optimizing the model. Establishing a skeleton hierarchy and a father-child skeleton chain based on the model; associating model vertexes to a skeleton system to establish an influence relationship, and optimizing weight parameters; the posture of the skeleton at different time points is defined by setting a key frame, and the animation effect is achieved; and ensuring that the animation basic logic is correct, and testing the motion state characteristics of the skeleton model. According to the skeleton animation display method and device, the equipment and the storage medium, the vertex density of the joint area is adjusted, symmetry processing is carried out, and weight gradual change processing and weight normalization verification are provided, so that the problem that a skeleton model is easy to tear, deform and distort in the animation can be solved; and meanwhile, a skeleton chain hierarchical structure is constructed, and the adaptability of a skeleton system and the model is further enhanced based on an IK controller.
Owner:廖浪弟

Method and system for matching animation data to generate skeleton

The invention provides a method and a system for generating a skeleton by matching animation data, and belongs to the technical field of animation character construction. Comprising the following steps that S1, biological skeletons of a role are established, and the biological skeletons at different positions have unique codes and the same initial length but are not completely the same in shape; s2, constructing a complete skeleton model; s3, adjusting the length of each biological skeleton according to the height of the role and whether the next section of adjacent biological skeleton exists or not; and S4, according to the pose matrix of the corresponding biological skeleton in each frame of character animation data, the animation data uses the same coding mode as the biological skeleton, the corresponding biological skeleton in the skeleton model is adjusted to the corresponding position, and a biological skeleton image of each frame is generated. According to the method, a certain number of biological skeletons are preset and sequentially coded, the number and the positions of the biological skeletons are adjusted according to the body type, the biological skeleton combination structure conforming to the character image is constructed, and the skeleton animation file of the character is further obtained.
Owner:WUHAN TEN PAST TWO CULTURAL COMM CO LTD

Cluster animation generation method and device, electronic equipment and storage medium

The invention provides a cluster animation generation method and device, electronic equipment and a storage medium, and relates to the technical field of animation rendering. The method comprises the following steps: acquiring skeleton animation data of a role; calculating and updating vertex data on a GPU (Graphics Processing Unit) on the basis of the skeletal animation data, and generating a vertex texture and a static grid body; applying the position texture map and the normal texture map to the static grid body to obtain a role attitude; material control parameters corresponding to the static grid bodies of the application position texture map and the normal texture map are linked to a Niagara particle system; and repeatedly executing the steps S1-S4, and generating a cluster animation containing a plurality of roles. According to the cluster animation generation method, the problem that a large number of resources are consumed when a traditional skeleton animation system is used for generating the cluster animation is solved, on the premise that the equipment performance is not improved, resource occupation is greatly reduced, and the effect of improving the manufacturing efficiency and the manufacturing quality is achieved.
Owner:广东精鹰传媒科技集团股份有限公司

Fabric Animation Processing Method and Device, Electronic Device, Storage Medium

The present application provides a fabric animation processing method, apparatus, electronic device, and storage medium. The method includes: obtaining a fabric mesh model and a bone chain, where the bone chain includes dynamic bones configured with a dynamic bone algorithm, and bones in the bone chain with a hierarchy greater than a preset hierarchy are configured with bone animations; determining a first-level animation of the fabric mesh model according to the bone animations and the animations of the dynamic bones; obtaining dynamic vertices corresponding to the dynamic bones and fabric constraints in the fabric mesh model; performing physical simulation calculations on the dynamic vertices according to the fabric constraints to obtain a second-level animation of the fabric mesh model; fusing the first-level animation and the second-level animation to obtain a fabric animation of the fabric mesh model. The dynamic vertices corresponding to the dynamic bones are used for the second-level animation in the present application, which are fewer than the vertices of the fabric mesh model. Therefore, the simulation calculation amount is small, the consumed performance is small, and it is easy to control the shape dynamics of the physical simulation calculation, and only bone animations need to be made for some bones.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Digital human head hair lighting data generation method and digital human head hair rendering method

PendingCN122368292AAnimationRadiology
The application provides a digital human head hair lighting data generation method and a digital human head hair rendering method, relates to the technical field of digital humans, and generates hair shape data capable of accurately controlling the shape of hair based on skeleton animation data through the calculation of a cloud server, and then directly generates hair lighting data in combination with environment data. The core of the method is that the inference ability of deep learning replaces traditional physical simulation and ray tracing calculation, successfully transfers the high complexity of the lighting calculation task to the cloud server, can realize high-fidelity real-time rendering of digital human hair in a dynamic motion and dynamic lighting environment without relying on high-performance terminal hardware, and solves the problems that the lighting map in the prior art cannot adapt to dynamic changes and the real-time ray tracing computing power is too high.
Owner:MOFA (SHANGHAI) INFORMATION TECH CO LTD +1

Digital character skeleton animation generation method and device suitable for Unity development

The invention provides a bone animation generation method and device suitable for a digital character developed by Unity. The method comprises the steps of obtaining action demand information of the digital character and packaging the action demand information into a bone animation generation instruction of a specific data structure; converting the skeletal animation generation instruction into a structured skeletal animation generation cue word data packet; according to the skeletal animation generation cue word data packet, generating a skeletal animation file in a BVH format; analyzing the bone animation file in the BVH format to obtain a bone structure and animation data; t-Pose difference compensation is carried out between the T-Pose of the BVH format file and the Unity Avatar standard T-Pose, the skeletal structure of the skeletal animation file of the BVH format is matched with the skeletal structure of a digital character VRM model, and an Animation Clip object of the digital character VRM model is generated according to the matching result and the animation data; and controlling the skeleton animation to be played on the digital character VRM model according to an Animation Clip object of the generated digital character VRM model, and transforming the skeleton of each frame of animation by applying a rotation compensation matrix in the animation playing process.
Owner:2033 TECHNOLOGY (BEIJING) CO LTD

Data set generation method, model training method and behavior recognition method

The invention provides a data set generation method, a model training method and a behavior recognition method. The method comprises the following steps: acquiring a skeleton animation of a digital human model through a preset acquisition frequency to obtain an acquisition frame; acquiring a local coordinate of each virtual skeleton node in the digital human model in the acquisition frame; performing coordinate conversion on the local coordinate of each virtual skeleton node to obtain a world coordinate corresponding to each virtual skeleton node; determining a first quaternion of each virtual skeleton node in the collection frame according to the world coordinate of each virtual skeleton node; constructing a virtual skeleton training sample according to the world coordinate corresponding to each virtual skeleton node in each collection frame and the first quaternion corresponding to each virtual skeleton node; and constructing a virtual skeleton data set according to the virtual skeleton training sample. The data quality of the skeleton data set can be improved.
Owner:GUANGZHOU INSTITUTE OF TECHNOLOY XIDIAN UNIVERSITY +1

A tennis motion capture system

The application relates to the technical field of motion capture, in particular to a tennis motion capture system, which comprises a motion sensor module, a multi-view synchronous camera module, a data fusion processing module and a real-time feedback module; the motion sensor module collects motion parameters of target joints of a tennis player; the multi-view synchronous camera module acquires spatial displacement data of target skeletal joint nodes when the player hits a ball; the data fusion processing module fuses the motion parameters and the spatial displacement data to generate a three-dimensional skeletal animation model; the real-time feedback module extracts a shoulder-hip torsion angle difference parameter from the three-dimensional skeletal animation model, outputs a directional vibration prompt signal through a tactile feedback device after the hitting action is completed, and outputs an overlapping comparison graph and a gradient heat map of a swing trajectory deviation by using a display terminal. The application can solve the problems of difficult precise capture of action details and provision of quantitative data feedback, overcome defects such as incomplete data collection, insufficient precision or poor adaptability of existing motion capture equipment, and provide strong support for precise optimization of a hitting action of a player.
Owner:UNIV OF JINAN

Animation processing method and device, computer program product and electronic equipment

The invention provides an animation processing method and device, a computer program product and electronic equipment, and relates to the technical field of animation production. The animation processing method comprises the steps of obtaining a first role animation, and performing particle conversion based on the first role animation to obtain a role cluster carrying physical attributes; the first character animation is an initial skeletal animation; the role cluster comprises a plurality of role particle swarms; a plurality of interaction particles are emitted to the role cluster, physical collision detection is carried out, collision calculation is carried out on role particle swarms generating collision interaction with the interaction particles in the role cluster, and a first role object carrying an interaction animation is obtained; and performing skeleton mapping on the first role object carrying the interactive animation to obtain a second role animation, the second role animation being a skeleton animation after collision calculation. According to the method and the device, batch generation of physical effects can be realized, animation variants in different forms are obtained, the animation production efficiency can be improved, and efficient animation library extension and animation modification are realized.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Method and terminal for implementing muscle skinning animation in unity

The application discloses a Unity implementation method and terminal for muscle skinning animation; a prefabricated character model with a set skeleton is imported, a muscle system object is created, and muscle data is configured in a muscle list of the muscle system object; the muscles are initialized according to the muscle data, and an initial conversion matrix of the muscle system is established; a muscle skinning object is created and initialized, muscle weight information is configured for vertices contained in the muscle skinning object; a skeleton animation is played, a muscle list is synchronously refreshed, a muscle matrix is calculated and synchronously updated, a position conversion matrix and a vector conversion matrix are calculated according to the muscle matrix and the initial conversion matrix; the muscle skinning object is refreshed according to the position conversion matrix and the vector conversion matrix and is applied according to the muscle weight information; the application realizes muscle driving by a skeleton, muscle driving body model deformation, muscle skinning animation, and more realistic and more accurate simulation of muscle deformation.
Owner:FUJIAN TQ DIGITAL

Bone animation rendering method and device, electronic equipment and storage medium

The invention discloses a skeletal animation rendering method and device, electronic equipment and a storage medium, and relates to the technical field of graphic processing. The method is applied to the electronic equipment, an operating system is installed in the electronic equipment, and the method comprises the steps that an application page of an application program is displayed, a runtime library with skeletal animations is imported into the application program, the runtime library is called through GLSkeletal View of the operating system to create Skeletal Drawable, the Skeletal Drawable is called through the GLSkeletal View to set animation parameters, an animation instance object is obtained, and the animation instance object is displayed on the application page. And calling the SkeleteronDrawable and the runtime library through the GLSkeleteronView, carrying out animation drawing according to the animation instance object to render a skeleton animation picture, and playing the skeleton animation page in the application page. According to the method and the device, the runtime library of the skeletal animation is imported into the application program, and the GLSkeleteronView of the operating system is called to realize rendering playing of the skeletal animation, so that a game engine does not need to be additionally introduced, and the access cost is low.
Owner:GUANGDONG OPPO MOBILE TELECOMMUNICATIONS CORP LTD

Presentation manuscript making and playing method based on skeletal animation technology

The invention discloses a presentation manuscript making and playing method based on a bone animation technology, and the method comprises the steps: building an original database, and binding an explanation human image with bone motion data of advancing display to generate an explanation model animation; and binding the figure image and the skeleton motion data according to the hospital department label to generate a demonstration motion model animation. When the presentation file is made, the explanation model animation or the demonstration action model animation is directly called from the skeletal animation database and then is matched with the first audio and the second audio to form vivid introduction, and particularly, the presentation file can be made according to the departments of the text content in the slide and the keywords of the demonstration actions. And the matched demonstration action model animation can be called, so that the production efficiency is greatly improved. In the presentation file playing process, the first video animation formed by combining the explanation model animation and the second audio can be played, the second video animation formed by combining the demonstration action model animation and the first audio can also be played, and the better simulation effect is achieved.
Owner:BEIJING LUHE HOSPITAL AFFILIATED TO CAPITAL MEDICAL UNIV

Intelligent generation method for AR

The invention discloses an intelligent generation method for AR, and belongs to the field of augmented reality methods, and the method comprises the following steps: 1, collecting user geographic coordinates, equipment pose data and environment image flow in real time through a mobile terminal; 2, calling a dynamic crowd portrait library according to the user ID; 3, pre-screening surrounding POI object categories by a space-object recognition engine based on a geofence, and generating an object three-dimensional feature tensor; step 4, a portrait-scene coupling module performs spatio-temporal context weighted fusion on the object feature tensor and the user interest label matrix, and outputs a scene AR content template; 5, selectively starting model LOD hierarchical compression, texture Mipmap downsampling or skeletal animation simplification; and step 6, differentiated AR model data packets are multicast to the target user through the edge computing node. According to the method, the dynamic coordination problem of'scene-user-equipment 'triple dimensions can be solved at the same time, and then the corresponding model is quickly and accurately generated.
Owner:SUZHOU SHENYUAN FUTURE CULTURAL TOURISM TECHNOLOGY CO LTD

Texture joint animation

The description relates to computer graphics techniques for generating animations. In the disclosed techniques, skeletal animation data is generated representing a skeleton. A mesh is then bound to the skeleton to create mesh binding data. The skeletal animation data and the mesh binding data can be used to deform the mesh to generate an animation. In some cases, the skeletal animation data and the mesh binding data can be generated during an offline process. Then, the deformation can be performed at runtime, e.g., by a graphics processing unit. The animation can be implemented in many different types of applications, including video games, virtual reality applications, augmented reality applications, etc.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

A rendering method and system for a large number of 3D animation models

The present invention provides a rendering method and system for a large number of 3D animation models, including an animation texture generation module, a GPU instanced rendering state model management module, an instanced rendering data generation module, and an instanced rendering execution module. By using the method and system of the present invention, the transformation of the model mesh vertices for each frame of the model animation is pre-computed and encoded into an animation texture in an offline manner, and then the instanced rendering of the animated model is realized by using the instanced rendering function provided by the 3D graphics acceleration hardware. Through this method, it can well solve the problem of the decrease in game frame rate caused by the high CPU occupancy rate due to the execution of a large number of skeletal animation calculations and excessive drawcalls when rendering a large number of animated models simultaneously.
Owner:GUIZHOU BOYI MUTUAL ENTERTAINMENT TECH CO LTD

Image Processing Method, Apparatus, Electronic Device, and Storage Medium

The present invention provides an image processing method, apparatus, electronic device and storage medium. The method includes: obtaining a reference surface model of a first bone pose of an animated character; obtaining a second bone pose of the animated character; generating an exemplary surface model of the second bone pose based on the reference surface model and the second bone pose; obtaining a pose transformation matrix between the first bone pose and the second bone pose; and based on the pose transformation matrix, converting the exemplary surface model and the reference surface model to the same coordinate space to call the reference surface model and the exemplary surface model in the coordinate space for generating the animated character. The embodiments of the present invention improve the compatibility of bone animation with surface deformation.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

A method and system for rendering skeletal animation

This invention discloses a rendering method, system, and storage medium for skeletal animation. The method includes: acquiring animation control parameters for each model instance, the animation control parameters including an animation identifier, the current playback frame, and a world transformation matrix, but excluding the skeletal transformation matrix; writing the animation control parameters of each model instance into an instance data buffer and sending a single-draw instruction to the GPU, the instance data buffer being located in GPU video memory and configured to be writable by the CPU and readable by the GPU; the GPU responding to the single-draw instruction by sampling the skeletal transformation matrix from a pre-stored animation matrix texture based on the animation control parameters in the instance data buffer, and performing parallel skinning calculations on each model instance based on the sampled skeletal transformation matrix. This method frees the CPU from skeletal matrix calculations, avoiding CPU rendering thread overload and preventing severe frame rate fluctuations and frame drops.
Owner:GUANGZHOU YIYU NETWORK TECH CO LTD

Method for realizing skeletal animation based on Blender4 and UE5

The invention relates to the technical field of computers, in particular to a method for realizing skeletal animation based on Blender4 and UE5, which comprises the following steps of: S1, finishing skeletal binding of a target model in the Blender4, and manufacturing a required animation segment; s2, exporting assets of the target model from the Blender4 to a UE plug-in, and enabling the assets to generate an asset tree conforming to the UE5 specification by the UE plug-in; when the assets are exported from the Blender, the scaling factor is automatically adjusted to 0.01 through a written script; and S3, importing the asset tree into the UE5, and performing final skeletal animation production based on the imported asset tree. The method is used for solving the problems that in the unit conversion process, due to improper bone zooming, model dislocation is likely to be caused, manual adjustment is needed, and the manufacturing period is prolonged, and the problem that connection between multiple animation segments manufactured by Blender and the animation sequence of UE5 is not smooth is solved.
Owner:INSPUR YUNZHOU (SHANDONG) IND INTERNET CO LTD

Skeletal animation generation method, system and device, equipment, storage medium and program product

The invention provides a skeletal animation generation method, system and device, electronic equipment, a computer readable storage medium and a computer program product. The skeletal animation generation method comprises the steps that hand data, collected by first collection equipment, of a biological object and body data, collected by second collection equipment, of the biological object are obtained; generating a first hand skeletal animation of the biological object based on the hand data, and generating a body skeletal animation of the biological object based on the body data; fusing the first hand skeletal animation with the body skeletal animation to obtain a target body skeletal animation of the biological object; wherein the hand skeletal animation in the target body skeletal animation is obtained based on the generated hand skeletal animation. In this way, the accuracy and meticulous performance of the hand skeleton animation can be improved when the body skeleton animation is generated.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Interaction method and system based on Web front end and electronic equipment

The invention relates to an interaction method and system based on a Web front end and electronic equipment, and the method comprises the steps: calling a terminal camera through a browser, obtaining a video stream of a user, and processing the video stream at the front end of the browser to extract human body key points; mapping the human body key points into skeleton animation parameters of the virtual image through a hierarchical action mapping engine; calculating a relative pose of the virtual article and the virtual image according to a preset attribute and a skeleton animation parameter of the virtual article; and in a browser environment, according to the relative pose, rendering and displaying an interaction picture of the virtual article and the virtual image. The problems of high hardware dependency, poor cross-platform compatibility, simple interaction link and serious delay and distortion in the prior art are solved. Special hardware is not needed, the use threshold of a user is lowered, and cross-platform compatibility is achieved based on a Web technology stack.
Owner:HANGZHOU QIUGUOJIHUA TECHNOLOGY CO LTD

Skeletal animation generation method and system

The embodiment of the invention provides a skeletal animation generation method and system. The skeletal animation generation method comprises the steps of obtaining a virtual skeleton of a virtual object and a grid model corresponding to the virtual skeleton; based on the orientation data of the virtual skeleton, mapping on the grid model to obtain a positioning point corresponding to the virtual skeleton; playing the grid model animation, and obtaining a first type of driving data and a second type of driving data of the positioning point; and controlling the virtual skeleton to rotate based on the first type of driving data, and controlling the virtual skeleton to move based on the second type of driving data to obtain a virtual skeleton animation. On the premise of not depending on manual binding and not losing physical details of a flexible object, automatic lossless mapping from a physical model vertex animation to an engine skeleton animation is achieved, the labor requirement for work is reduced, the skeleton animation manufacturing efficiency and quality are improved, and the method can be widely applied to the field of digital culture product manufacturing software.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD

Skeletal animation generation method and device, storage medium and electronic equipment

The invention provides a skeletal animation generation method and device, a computer storage medium and electronic equipment, and relates to the technical field of computers. The method comprises the following steps: acquiring a skeleton static model, baking skeleton transformation data, performing texture sampling on an obtained skeleton animation parameter map, and determining animation parameter offset of each skeleton; determining a second normal according to the first normal of each model vertex and the animation parameter offset of each skeleton, and determining a first target position of a target skeleton corresponding to each model vertex in the target frame according to the animation parameter offset; determining a target normal of each model vertex based on the second normal and the skeleton weight parameter, and determining a second target position of each model vertex in the target frame according to the first target position and the skeleton weight parameter; and according to the target normal and the second target position, generating a skeletal animation corresponding to the to-be-processed animation. The rendering efficiency can be improved, the storage cost is reduced, and the quality of the generated skeletal animation is improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Virtual object processing method and apparatus, device, and medium

PendingCN122636819AAnimationEngineering
The application relates to a virtual object processing method and device, equipment and a medium. The method comprises the following steps: acquiring instance customization data corresponding to a virtual object instance and a pre-baked skeletal animation map associated with the virtual object instance; sampling the skeletal animation map based on the instance customization data to acquire skeletal transformation data of the virtual object instance at a current animation frame; and transforming an instance model vertex of the virtual object instance in an instance model space of the virtual object instance according to the skeletal transformation data to obtain spatial position data of the instance model vertex, so that the spatial position data is processed through a rendering pipeline. The technical scheme of the application can realize efficient rendering of large-scale on-screen differentiated animation without invading material logic and occupying material-specific channels.
Owner:GUANGZHOU KULUO SHUJIE TECH CO LTD

Method and system for realizing animation interactive preview

The invention provides a method and a system for realizing animation interactive preview. The method comprises the following steps of: converting skeleton animation data of a role model to be previewed, which is originally processed by a CPU (Central Processing Unit), into a file in a special format for the GPU, loading the file into a GPU cache, and realizing high-efficiency preview and convenient edition and modification of the animation of the role model to be previewed through a four-order dynamic control mechanism (loading / enabling / disabling / removing) of the GPU. And meanwhile, tools such as Maya / PyTorch are losslessly compatible, so that the data integrity of a production chain is guaranteed. According to the technical scheme provided by the invention, the previewed character animation can be flexibly switched between the precision mode and the performance mode, the frame rate can be doubled and improved by a dual-core acceleration architecture of'simple mode agent + GPU calculation ', and finally, the occupation of a video memory is remarkably reduced while the occupation of CPU resources is greatly reduced.
Owner:杭州玄机科技股份有限公司

A method for generating a human body motion posture dataset based on a virtual character model

The present invention provides a method for generating a human body motion posture data set based on a virtual character model. Using the motion of the virtual character model instead of the real human body motion as the data source to solve the problem that the acquisition of the human body motion posture data set is restricted by the real human body motion, the method includes the following steps: Step 1, the character model plays a skeletal animation that conforms to human anatomy; Step 2, according to the three-dimensional scene, the inverse kinematics algorithm is used to correct the model action; Step 3, a virtual IMU is set to record the action sequence data of the virtual character model; Step 4, convert the virtual coordinate system data in the action sequence into the coordinate system data where the real human body is located; Step 5, perform time smoothing and data integration on the coordinate system data where the real human body is located to obtain the human body motion posture data set. The present invention has the advantages of low difficulty in data set acquisition, not being interfered by the environment, and high acquisition accuracy.
Owner:INST OF ELECTRONICS & INFORMATION ENG OF UESTC IN GUANGDONG

Digital human real-time generation method and system fusing hierarchical optical transmission model

The invention discloses a digital human real-time generation method and system fusing a layered light transmission model, and relates to the technical field of digital human modeling and real-time rendering. The method comprises the following steps: collecting optical parameters of each layer of skin, constructing a layered skin light transmission model and a radiation flux equation of each layer, carrying out layered adaptive photon mapping sampling, fusing radiation transmission results of each layer through a neural network accelerator, generating a skin material containing a dynamic reflectivity field, and outputting the skin material containing the dynamic reflectivity field. And finally, binding the optimized skin with a skeleton animation system in real time, and outputting a rendered digital human. Through layered optical modeling, dynamic sampling optimization, hardware acceleration rendering and the like, the skin optical optimization result is deeply embedded into the digital human modeling process, the skin rendering precision is improved, the dynamic adaptability is enhanced, and the problems that in the prior art, the skin of a digital human is not real, dynamic response is delayed, and the digital human is not real are solved. The skin texture and the muscle movement are not synchronous, and the like.
Owner:BEIJING BAICHENGXUN HI TECH CO LTD

Skeletal animation generation method and device, computer program product and electronic equipment

PendingCN121685778AAnimationAlgorithmAnimation
The invention relates to the technical field of computers, in particular to a skeletal animation generation method and device, a computer program product and electronic equipment. The skeletal animation generation method comprises the steps of obtaining a scaling parameter of a to-be-scaled skeletal, adding the scaling parameter to original skeletal data to obtain target skeletal data, and generating an initial animation based on the target skeletal data; analyzing the initial animation to obtain stretching transformation data of each skeleton; based on the stretching transformation data, carrying out stretching component separation processing on a local space matrix of a skeleton in the initial animation to obtain effective stretching data and local space matrix data after the effective stretching data is removed; and according to the effective stretching data and the local space matrix data, generating a skeleton zooming animation in the game engine. According to the invention, the manufacturing effect and efficiency of the skeleton zooming animation can be improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

A method and device for generating skeletal animation of a digital character suitable for Unity development

The application provides a method and device for generating skeletal animation of a digital character suitable for Unity development, comprising: obtaining motion requirement information of the digital character and encapsulating the information into skeletal animation generation instructions of a specific data structure; converting the skeletal animation generation instructions into structured skeletal animation generation prompt word data packets; generating a BVH format skeletal animation file according to the skeletal animation generation prompt word data packets; parsing the BVH format skeletal animation file to obtain a skeletal structure and animation data; performing T-Pose difference compensation between a T-Pose of the BVH format file and a standard T-Pose of a Unity Avatar, adapting the skeletal structure of the BVH format skeletal animation file to a skeletal structure of a digital character VRM model, and generating an AnimationClip object of the digital character VRM model according to the adaptation result and the animation data; and controlling the skeletal animation to play on the digital character VRM model according to the generated AnimationClip object of the digital character VRM model, and applying a rotation compensation matrix to transform the skeleton of each frame of animation during the animation playing process.
Owner:2033 TECHNOLOGY (BEIJING) CO LTD