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116 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.

Implementation method of skinned skeletal animation

ActiveCN104021584AOvercoming seam problemsRealistic effectAnimationJoint problemMathematical Calculus
The invention discloses an implementation method of skinned skeletal animation. The implementation method comprises the following steps: A, constructing a skeleton model and a skinned mesh model which constitute a role model; B, determining a skeleton which influences the mesh vertexes on the skinned mesh model, and determining the influence weight according to a geometrical relationship and a physical relationship between the skeleton and the vertexes; C, carrying out calculus of interpolation between each two adjacent key frames according to a key frame sequence of skeleton movement, which is stored in a role model file, and determining new position and new orientation of each skeleton at certain moment; and D, calculating new position and new orientation of each vertex under a world coordinate system according to skeleton index and corresponding influence weight which influence each vertex and are stored in each vertex on the skinned mesh model, and thus achieving skinned skeleton animation. According to the implementation method disclosed by the invention, the joint problem in skeletal animation is solved, the effect is real and vivid, and is more flexible compared with that of vertex animation, and little memory space is occupied while a favorable animation effect is finished; the skinned skeletal animation can be constructed more easily and rapidly.
Owner:WUXI FANTIAN INFORMATION TECH

Method of using skeletal animation data to ascertain risk in a surveillance system

The present invention discloses a method of surveillance comprising the steps of matching skeletal animation data representative of recorded motion to a pre-defined animation. The pre-defined animation is associated with a risk value. An end-user is also provided with at least the recorded motion as well as a risk value. The method may be carried out in real time and the skeletal animation data may be three-dimensional.
Owner:CROW DENNIS ALLARD

Social application animation forming method, device, system and terminal

The embodiment of the invention provides a social application animation forming method, a device, a system and a terminal; the terminal detects input information aiming at a social application operation interface, forms a corresponding animation forming order, determines an object motion identifier of a virtual object in the social application, obtains target animation resources corresponding to the object motion identifier, renders the bone animations of the virtual object, and plays the virtual object bone animations in the social application operation interface. Therefore, the method and device can fast realize complex animation effects without obtaining a series of frame images of the virtual object finishing certain motions in the social application, thus reducing the terminal obtained resource amount, reducing terminal content space occupation, and ensuring the animation playing smoothness.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Game dress-up system and method

The technical scheme of the invention provides a game dress-up system and a game dress-up method. The game dress-up method comprises the following steps: saving a game role body part and to-be-dressed information, and establishing a corresponding null object role; acquiring command information, a data table of to-be-dressed body part of the game role, and calling information of a corresponding to-be-dressed body part under a storage path of the data table; traversing the game role body part information, acquiring a game role part model mesh, a part model skeleton list and a part model map, and performing merging; and rendering the null object role by using a skin mesh renderer. The game dress-up system and method have the beneficial effects that the drawing efficiency can be improved by adopting a skin mesh renderer after mesh merging; and the number of drawcall can be reduced after materials are merged, so that the dress-up efficiency is improved, and application and extension of skeletal animation are conveniently combined.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Method and apparatus for synthetizing animations in videos in real time

InactiveCN105338369AReal-time compositingMeet the needs of video visual communicationAnimationSelective content distributionAnimationVirtual camera
The embodiment of the invention discloses a method and apparatus for synthetizing animations in videos in real time. The method and apparatus are applied to videos which are acquired in real time. The method includes the following steps that: action data and action coordinates which are acquired in real time by action capture equipment as well as face data and face coordinates which are acquired in real time by face capture equipment are obtained, and a skeleton model and a face model are generated in a target region in a virtual area; a virtual camera keeps synchronous with a main camera, so that skeleton animations which are generated by the skeleton model in the virtual area according to the action data and face animations generated according to the face data are obtained; the skeleton animations and the face animations of the face model are extracted from a rendering engine, and synthetic video data can be obtained through the animation data of the skeleton animations and the face animations which are synthetized in real time by a 3D coordinate system in video data, and the synthetic video data are outputted in real time. With the method and apparatus of the invention adopted, the animations can be synthetized in the videos in real time, and existing video visual communication requirements can be satisfied.
Owner:BEIJING SEVEN DIMENSION VISION TECH CO

Virtual object motion control method and apparatus

The disclosure provides a virtual object motion control method and apparatus. A virtual object comprises a plurality of associated virtual articles. The control method comprises steps of: analogically calculating the motion parameters of the virtual articles in the virtual object by a physical engine when predetermined actions are performed; creating a skeleton structure comprising a plurality of skeletal structures, each of the skeletal structures wrapping the virtual articles; assigning, to the corresponding skeletal structures, the analogically calculated motion parameters of the virtual articles to be used as motion parameters of the skeletal structures performing the predetermined actions. The virtual object motion control method and apparatus enable the skeletal animation to have a more realistic physical effect and improve the production efficiency of skeletal animation.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Face pinching editing and animation additional fusion method and system

InactiveCN107633542AReduce workloadPlay facial expressions and animations are natural and lifelikeAnimationAnimationWorkload
The invention discloses a face pinching editing and animation additional fusion method and system. The method comprises the following steps that: reading data in the initial configuration file of a face; according to the above data, setting a bone animation parameter; and according to the bone animation parameter, carrying out bone deformation. Through various operations of the bone animation, different faces can be adaptively pinched on the basis of a standard face model. The method can be realized only one standard face model and one set of bone animation, the size of a software installationpackage and a workload in an animation manufacture process are greatly reduced, in addition, different face pinching requirements can be met, and an expression animation can be vividly and naturallyplayed. The face pinching editing and animation additional fusion method and system can be widely applied to the field of games.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Skeletal animation implementation method

InactiveCN102521860AImprove reuseRealize data linkAnimationGraphicsKinematics
The invention relates to the technical field of computer graphics, in particular to a skeletal animation implementation method. The skeletal animation implementation method is based on the secondary extraction of skeletal animation of virtual skeletons, is used for unifying the skeletal animation of different skeletons to realize the purpose of reuse, and reuses the skeletal animation to the most extent by partitioning virtual points according to kinematics logic. Most of the reuse adopts the storage mode of virtual skeletons; and by constructing a set of standard virtual skeletons, the skeletal animation data link and reuse of different skeletons are realized. The reuse ratio of skeletal animation is increased, and the memory space required by the skeletal animation is reduced.
Owner:戚军

Method and system for realizing local real-time movement of role model

ActiveCN105551072ARealistic animation performance effectReduce workloadAnimationThird partyPhysics engine
The invention relates to a method and a system for realizing local real-time movement of a role model. The method comprises steps: an end point where a dummy skeleton is connected with other skeletons serves as a first particle and the other end point serves as a second particle, wherein the dummy skeleton is added to a local part in need of movement and is provided with a skeleton skin; during a role movement process, the position of the second particle is calculated; and according to the position of the second particle, the dummy skeleton performs corresponding rotation. According to the method and the system for realizing local real-time movement of the role model, certain local parts of the role model can move naturally along with movement of the role model, the role model can present a more vivid animation performance effect, the role model does not rely on a physical engine of the third party and can be conveniently integrated in the existing skeletal animation making development process, and the workload of an art production person is greatly reduced.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Rendering processing method and device and mobile terminal equipment

The invention discloses a rendering processing method and device and mobile terminal equipment. The rendering processing method includes the following steps: enabling a vertex shader of a graphic processing unit (GPU) to acquire skeletal animation data that is pre-sampled by a central processing unit (CPU) from the texture in an offline mode; decoding pixel points in the acquired skeletal animation data into a transformation matrix to perform a vertex transformation operation; and performing GPU instantiation rendering according to the skeletal animation data subjected to the vertex transformation operation. According to the scheme provided by the invention, the smooth real-time rendering of large-scale crowds can be achieved on the mobile terminal equipment.
Owner:ALIBABA (CHINA) CO LTD

Animation generation method, device and system and terminal

ActiveCN107180444ASolve the problem of displaying on the same screenAvoid performance costSubstation equipmentAnimationAnimationComputer terminal
The invention discloses an animation generation method, device and system and a terminal. According to the invention, the rendering efficiency in running is improved through generating a static mesh of an animation model in advance, performance consumption brought about by dynamic skeletal animation is avoided, the rendering efficiency is improved, the performance on the mobile phone can be significantly improved especially when a lot of models of the same kind are used in a scene, and a problem of blocking caused by excessive skeletal animation models is solved. On the basis of the existing scheme, the static mesh is utilized to replace a skinned mesh on the skeletal animation model in running while fast editing of artists and animators is ensured to be facilitated, so that a lot of skeleton updating and skin calculation time is saved, the rendering efficiency is improved, and thus a problem of displaying a large number of animation models in one screen is solved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Wave effect realtime rendering method based on graphics processing unit (GPU)

The invention relates to the technical field of computer graphics technology, and in particular relates to an optimization method of skeletal animation rendering, which comprises the following steps of: depending on a required water surface effect, making a corresponding Bump map by a graphic designer, for simulating a water surface height; by a vertex texture technology, disturbing on a grid height of a water surface in a vertex Shader, and reducing a calculation amount to the greatest extent through the Bump which reads a normal and a height, to achieve a real effect; meanwhile, aiming at the characteristic of comparatively serious consumption of the vertex texture filter, a height map is optimized and stored, so that the times of texture addressing is greatly reduced, and the water surface rendering depend on a normal map to implement illumination calculation because the normal map can faithfully represent all details under a high-frequency waveform. In addition, a low-frequency and high-amplitude wave is used for disturbing the water surface grid; and a water surface model is based on overlap of a plurality of height maps which are segmented on both space and time.
Owner:王爽

Dance music recording and demonstrating method based on three-dimensional posture recognition

The invention discloses a dance music recording and demonstrating method based on three-dimensional posture recognition, and the method comprises the steps: taking an automatic interpretation processof a human body posture and a dance music as an entry point, converting the motion information of a human body into three-dimensional space coordinate information through the automatic recognition ofthe human body posture in a video image, and storing and recording the three-dimensional space coordinate information in a manner of interpreting the human body posture into the dance music. The method comprises the following specific steps: acquiring two-dimensional posture information of a human body from a video image, and projecting the two-dimensional posture information to a three-dimensional space; modeling the three-dimensional information by using skeletal animation, and displaying the posture and action information of the human body in a vivid and considerable manner; decoding the three-dimensional information into corresponding Laplace musical notation symbols, and automatically generating a musical notation to be stored and recorded; interpreting the action information of the human body from the read dance music and visually displaying the action information in a three-dimensional animation form.
Owner:BEIHANG UNIV

Batch rendering method, device and system for skeletal animations and storage medium

The invention provides a batch rendering method, device and system for skeletal animations and a storage medium, and the method comprises the steps: obtaining skeletal textures and vertex data of thesame batch of components to be rendered, the skeletal textures being floating point textures for storing skeletal matrixes of the same batch of components; Analyzing the vertex data to obtain component serial numbers corresponding to all vertexes respectively, wherein the component serial numbers are serial numbers of skeleton matrixes of all components in the same batch of components in skeletontextures; Reading a skeleton matrix corresponding to each vertex from the skeleton texture according to the component sequence number; And performing batch rendering on the same batch of components according to the vertex data and the read skeleton matrix. Therefore, dynamic batch combination of a plurality of models with different skeletal animations is realized, the number of batches is reduced,the number of Draw Call needed to be drawn by each frame is reduced, the problem of jamming caused by too much Draw Call is solved, the frame rate of a picture is improved, and the occupied time, theheating value and the energy consumption of a CPU are reduced.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

3D game skeleton processing system and processing method thereof

ActiveCN107213638AEnhance and enrich natural expressive effectsReduce workloadVideo gamesPhysics engineAnimation
The invention comprises a 3D game skeleton processing system and a processing method thereof. The system is used for collecting and exporting intermediate format data from one or more specified three-dimensional modeling tools; performing splicing of a skeletal model; conducting real-time calculation on skeletal data by using multi-line buffering rotation; conducting integration processing on physical skeletal and non-physical skeletal animations by accessing a physical engine; conducting calculation and drawing processing of a skeletal skin animation with a GPU. The 3D game skeleton processing system and the processing method thereof have the advantages that the adaptability is high; meanwhile, the workload of animation production is reduced; the skeletal animation effect can be higher-standard; the performance capabilities of a skeletal system are better improved to obtain infinite appearance performances with finite resources.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Methods and Apparatuses for Facilitating Skeletal Animation

ActiveUS20120327090A1Facilitating animationAnimationAnimationKey frame
Methods and apparatuses for facilitating skeletal animation are provided. A method may include determining a holistic motion path for a skeletal animation. The method may further include determining, independently of the determination of the holistic motion path, a limb animation for the skeletal animation based at least in part upon a plurality of skeletal key frames. The method may additionally include generating the skeletal animation by correlating the holistic motion path with the limb animation. Corresponding apparatuses are also provided.
Owner:WSOU INVESTMENTS LLC

Skeleton animation driving method and device, and storage medium

ActiveCN111383309ANo additional work requiredReduce occupancyAnimationAnimationSoftware engineering
The embodiment of the invention discloses a skeletal animation driving method. The method comprises the steps of when skeletal animation needs to be driven, obtaining a target posture of a main driving skeleton, determining the weights of the key postures of the affiliated skeletons corresponding to the main driving skeleton under different key postures, enabling the weights to reflect contribution values of the different key postures of the affiliated skeletons to deformation of the target posture driving role model, and fusing the key postures of the affiliated skeletons according to the weights to obtain incremental postures of the affiliated skeletons. Due to the fact that the key postures of the affiliated skeletons enable the deformation of the role model to meet the preset requirements under the key postures of the corresponding main driving skeletons, the target role model obtained by driving the role model to deform according to the incremental postures meets the preset requirements. The method does not need to make a new role model, does not need to increase the workload of a modeler, and reduces the complexity of a production process. Compared with a newly-added role model, the additional data volume brought by the affiliated skeleton can be ignored, the occupation amount of the storage space is greatly reduced, and the software operation experience is improved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Motion capture data presentation method and device based on multi-Kinect and UE4

InactiveCN108572731AImplement motion captureSkeleton structure is not limitedInput/output for user-computer interactionCharacter and pattern recognitionHuman bodyGraphics
The invention relates to the field of computer graphic processing and provides a motion capture data presentation method and device based on multi-Kinect and UE4. The invention aims to solve the problems that a capture range is limited and a model skeleton structure and articulation point quantity are limited in animation display of motion capture data of kinect. The specific implementation mode of the method comprises the following steps: receiving skeleton data captured by a plurality of pieces of kinect, and calibrating human body skeleton data according to a preset coordinate transformation matrix to acquire coordinate data of each piece of human body skeleton data under a reference coordinate system to serve as reference skeleton data; performing weighted average processing to acquirean average skeleton of a person; transforming the average skeleton into role model data corresponding to a role model in a UE4 graphic program through a preset mapping relationship; according to theangle model data, using a UE4 engine to perform skeleton animation exhibition. The capture range is enlarged in the human body skeleton animation exhibition process; the skeleton structure and the articulation point quantity of a 3D model in the UE4 are not limited.
Owner:INST OF AUTOMATION CHINESE ACAD OF SCI

System and method for generating physiological restriction of skeletal joints of cartoon characters

ActiveCN102054288AGood effectReduce animation dataAnimationExtensibilityAnimation
The invention relates to a system and method for generating physiological restriction of skeletal joints of cartoon characters. The system comprises a skeletal animation producing module, a skeletal animation screening module, a skeletal animation analyzing module and a skeletal joint restricting database, wherein the skeletal animation producing module is used for producing each animation and generating a skeletal animation library; the skeletal animation screening module is used for screening animation in the skeletal animation library to form a selective skeletal animation library; the skeletal animation analyzing module is used for traversing the selective skeletal animation library, incrementally adding the range of activity of each joint and generating the restricted data of each joint; and the skeletal joint restricting database is used for recording the restriction information of each skeletal joint. The method has the following beneficial effects: (1) the method has the characteristic of automation; an action library responding to the body type can be generated in the presence of sufficient skeletal animation libraries (the condition is easy to satisfy for many companies with many animation industries) without manual intervention; and (2) the method has the characteristics of extensibility and incremental improvement; as the skeletal animation entering into the library has more action types and better quality, the generated restriction of skeletal joints is more comprehensive and the effect is better.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Skeletal animation key frame compression method and device

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.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Three-dimensional skeletal animation control system and method realized by utilizing flash script

The invention discloses a three-dimensional skeletal animation control system realized by utilizing a flash script. The system is arranged on an intermediate layer between a player and game developer interface on an upper layer and an Away3D Flash3D graphics engine and an ActionScript3 on a bottom layer; and the system comprises two parts, namely scene information establishment and a script control system in 3D development, wherein the scene information establishment involves three core objects, namely a particle object, a two-dimensional vector and a map grid; and the script control system comprises a script text, a script parser, a script object, a script manager, a trigger controller and an instruction processor. Compared with the prior art, the system has the advantages that the animation is controlled by utilizing the script, and the animation control method is convenient and rapid; and because any programming operation is not required in the method, only a command is required to be input into the animation, and the animation is generated through a program by employing the script.
Owner:TIANJIN UNIV

Skeletal animation data processing method and device

InactiveCN106780683ATroubleshoot technical issues with the experienceSmooth transitionAnimationData setAnimation
The invention discloses a skeletal animation data processing method and device. The skeletal animation data processing method comprises the following steps: a first skeletal animation data set and a second skeletal animation data set of a game character are acquired, wherein the first skeletal animation data set corresponds to an initial state of the game character, and the second skeletal animation data set corresponds to a to-be-switched state of the game character; the first skeletal animation data set and the second skeletal animation data set are adjusted synchronously in preset duration, and to-be-output animation is determined. The method solves the technical problems that game pictures are disharmonious and user experience is affected due to the fact that sudden change of animation is produced easily when the game character is switched between different states in related technology.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Animation generation method, animation playing method and related devices

The invention discloses an animation generation method. The method comprises the steps of obtaining a target animation model and an animation file; obtaining a coordinate map and a normal map according to the target animation model and the animation file; according to the coordinate map and the normal map, creating an animation material corresponding to the target animation model; when an interface corresponding to the dynamic parameter is called, obtaining a particle parameter set for the target animation model through a particle editor; and generating an animation rendering file set according to the target animation model, the coordinate map, the normal map, the animation material and the particle parameters. The invention also discloses an animation playing method and device, the animation rendering file set can be generated based on the same target animation model, and the animation rendering file set can enable the particle cluster to simulate the motion postures of a plurality ofanimation roles, thereby getting rid of the constraint of a conventional skeletal animation, and improving the animation production efficiency.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Compression method and apparatus for bone animation data

The invention discloses a compression method and apparatus for bone animation data. The method comprises: a bone conversion matrix at each sampling time is obtained from source bone animation data and the obtained bone conversion matrixes are split into conversion components; for each sampling time, a conversion component interpolation of the sampling time is calculated according to a conversion component before the sampling time and a conversion component after the sampling time, and the conversion component of the sampling time is determined to be a non-key conversion component or a key conversion component based on the conversion component of the sampling time, the interpolation corresponding to the conversion component, and a deviation threshold value; and the non-key conversion component is deleted. According to the technical scheme, because the non-key conversion component that is determined based on the conversion component of the sampling time, the interpolation corresponding to the conversion component, and the deviation threshold value is deleted, the bone animation data are compressed under the circumstances that the high sampling rate is employed and the motion distortion of the bone animation is avoided, so that the bone animation data volume is reduced.
Owner:BEIJING PIXEL SOFTWARE TECH

Skeletal skin animation realization method and device

The invention provides a skeletal skin animation realization method and device. The skeletal skin animation realization method comprises the steps of building a skeletal model of a target object, andsetting at least two bones in the skeletal model; configuring a vertex weight table for each root skeleton to obtain at least two vertex weight tables, the vertex weight table of each root skeleton comprising vertex information of vertexes in a skin network corresponding to the skeletal model, and each vertex information comprising vertex identifiers of the vertexes and influence weights of the root skeletons on the vertexes; acquiring skeletal animation data stored in the model file of the target object, and determining an actual position of each vertex in the skin network in a world coordinate system based on the skeletal animation data and the at least two vertex weight tables; and rendering the target object based on the actual position of each vertex in the skin network in the world coordinate system to obtain a skeletal skin animation of the target object. Therefore, the actions of different parts of the target object can be flexibly adjusted.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD

Skeletal animation vertex correction method and model learning method, device and apparatus

The invention provides a skeleton animation vertex correction method and a model learning method, device and apparatus. The method comprises the steps of collecting the whole body images and posture data of various motions including T-shaped postures of different people, and obtaining the model training data, wherein the model training data comprises the posture data P and Pm of a standard 3D mesh model, the coordinates Gr of N vertexes, N vertex coordinates T and n joint point coordinates J of a T-shaped posture 3D mesh model; constructing and training a joint position prediction model, constructing a postures regression network model and a skeleton animation vertex correction model comprising a standard skin function, the trained joint position prediction model and the postures regression network model, and training. The skeleton animation vertex correction model provided by the invention can compensate and correct the unreasonable deformation generated on the original skin surface in the movement process of a character role, so that the character role looks vivid and natural, the animation quality is improved, the workload of an animator is reduced, and the time spent on making animations with the same quality is shorter.
Owner:成都市谛视科技有限公司

Data processing method and device for skeletal animation in game and electronic equipment

The invention provides a data processing method and device for skeletal animations in a game and electronic equipment, relates to the technical field of data processing, and solves the technical problem that the reloading function of the skeletal animations needs a large workload at present. The method comprises the steps of determining a target attachment identifier, a target atlas path and a target texture identifier of a target part in response to a reloading operation for the target part of the skeletal animation; if all the loaded attachments include the target attachment corresponding tothe target attachment identifier, judging whether the loaded target attachment includes a target texture corresponding to the target texture identifier or not; if not, acquiring the target texture based on the target atlas path and the target texture identifier; and performing animation display on the target part based on the target texture.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Skeletal animation batch rendering based on Graphics Processing Unit (GPU)

InactiveCN102999933ATroubleshoot batch rendering issuesAnimationOriginal dataAnimation
The invention relates to the technical field of computer images and particularly relates to an optimization method for skeletal animation rendering. According to initial data of skeletal animation, the skeletal matrix calculation is conducted off line, the standard frame is 30 frames, the example technology and new characteristics of top point access texture of a Shader 3.0 standard are applied, the principle of skeletal animation is combined and the skeletal animation batch rendering problem is solved.
Owner:王爽

Animation data processing method, nonvolatile storage medium and electronic device

The invention discloses an animation data processing method, a nonvolatile storage medium and an electronic device. The method comprises the steps of acquiring target motion description information of a target virtual character model, wherein the target motion description information records position information of key node skeletons of a character skeleton of the target virtual character model in each frame of character animation, and the key node skeletons are partial skeletons in complete skeletons of the character skeleton; inputting the target motion description information into a target neural network model corresponding to the target virtual character model to obtain target animation data of the target virtual character model; and driving the target virtual character model to execute a corresponding action according to the target animation data. According to the method, the technical problems that the skeleton animation used in the game scene provided in the related art not only needs to consume relatively long loading time, but also needs to occupy too much memory are solved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Rendering system and method for webpage graphic images

The invention relates to the technical field of graphic rendering, in particular to a rendering system and method for webpage graphic images. The rendering system for the webpage graphic images comprises an art and / or planning tool set, an asynchronous loading system, a particle effect system, a skeletal animation system, a scene system, a physical system, a texture system, a light and shadow system, a later image processing system and a rendering system. The asynchronous loading system is used for processing data processed by the planning tool set or directly processing data output by the art tool set; the scene system adopts the data of the asynchronous loading system, particle data and animation data, the data is introduced into the physical system, and operation is carried out; the physical system processes data of the scene system; the texture system processes the data of the scene system; the light and shadow system processes data of the texture system, and rendered targets are generated; the later image processing system processes data rendered into the rendered targets, and final images are generated.
Owner:深圳岂凡网络有限公司
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