共查询到17条相似文献,搜索用时 78 毫秒
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基于Maya的骨骼驱动改进蒙皮变形技术 总被引:1,自引:0,他引:1
一、引言 骨骼动画属于3D图形技术,它模拟人的肢体动作,使用关节结构作为骨架,将角色的蒙皮绑定到骨架上,由关节的运动控制蒙皮的变形. 相似文献
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一、引言
骨骼动画属于3D图形技术,它模拟人的肢体动作,使用关节结构作为骨架,将角色的蒙皮绑定到骨架上,由关节的运动控制蒙皮的变形.…… 相似文献
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人体骨骼动画技术是虚拟人物建模中的研究重点。在现有人体骨骼动画的制作过程中,动画师必需手工标定人体各主要关节点位置及人体骨架每一关键帧的姿态,工作量巨大。因此提出一种自动提取人体任意姿态网格模型骨架结构的方法。该方法首先利用模型各顶点间测地距离的几何关系自动识别人体位于四肢和头顶末端的5个特征点,再以特征点为起点生成等测地距离曲线族,利用等测地距离曲线将人体四肢和躯干区分开来,将这些相邻等测地线中心连接起来生成5条骨骼中心线,最后在中心线上根据中心夹角极小值及等测地距离曲线似圆率来确定人体关节的确切位置。实验结果表明,该算法能适应不同姿态的人体模型,计算结果准确性高,能完全自动实现关节点定位和骨骼提取。 相似文献
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为简化数字皮影动画的制作流程,提高数字皮影作品的交互性,降低数字皮影实时表演的难度,对皮影常见角色及动作进行了抽象、分类,提出一种针对特定类型的通用的骨骼模型。基于反向动力学,设计了一套描述皮影骨骼动画的脚本。该脚本通过对骨骼位置与旋转属性的控制定义皮影角色的基本动作,并通过对基本动作的叠加实现复杂动作。脚本对动作的定义基于骨骼模型而非具体角色,具有通用性。最后通过实验证明了脚本的有效性。 相似文献
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介绍了骨骼蒙皮动画(Skinned Mesh)的技术原理,并给出了基于D3D的X文件格式进行编程的框架结构,包括X文件中几类重要模板数据的加载和程序中相应数据结构的建立,以及用关键帧方法实现骨骼蒙皮动画的流程. 相似文献
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基于三维结构的骨骼动画技术在二维动画中的应用 总被引:1,自引:0,他引:1
动画造型的运动控制是二维动画由传统手绘向计算机辅助制作转变过程中的重点、难点问题之一。针对这一问题,研究分析三维骨骼动画技术的数据结构和运动原理,并将其应用到二维动画制作过程中,同时结合二维动画的数据特点,提出三维骨骼和二维图形之间的绑定方法,实现基于三维骨骼的二维动画过程。应用结果表明三维结构的骨骼动画技术能够有效提高二维动画制作效率和动画质量。 相似文献
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随着三维游戏等行业对计算机动画制作需求的增加,在三维动画制作软件中人工调整虚拟人动作的工作方式已经不再适合现在的计算机动画制作。运动捕获技术是直接记录物体的运动数据并将其用于生成计算机动画,具有高效率、所生成的动画真实感强等优点,因而获得了广泛应用。提出了一种利用运动捕获数据来生成动画的方法,基于运动捕获得到的数据建立并驱动三维骨架模型,从而产生骨架的运动,形成动画。该方法可以充分利用现有的大量运动捕获数据,因此具有较大的应用前景。 相似文献
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一种基于视频的人体动画骨架提取技术 总被引:11,自引:0,他引:11
人体动画是计算机动画中最具有挑战性的领域.针对传统人体动画技术的不足,提出了一种新技术来提取视频中的人体骨架,以应用于人体动画.对于任何视频流,该方法都能在图像序列中跟踪人体特征骨架,并建立了透视投影下的三维人体运动骨架序列,最终通过自动注释运动信息建立了可供动画师浏览、查询的运动信息库.这种方法具有素材来源丰富、计算量少、制作高效等特点,而且产生了人体运动非常真实,同时也将动画师从枯燥的工作中解 相似文献
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This paper describes a technique to animate three-dimensional sampled volumes. The technique gives the animator the ability to treat volumes as if they were standard polygonal models and to use all of the standard animation/motion capture tools on volumetric data. A volumetric skeleton is computed from a volumetric model using a multi-resolution thinning procedure. The volumetric skeleton is centered in the object and accurately represents the shape of the object. The thinning process is reversible in that the volumetric model can be reconstructed from the volumetric skeleton. The volumetric skeleton is then connected and imported into a standard graphics animation package for animation. The animated skeleton is used for reconstruction, which essentially recreates a deformed volume around the deformed skeleton. Polygons are never computed and the entire process remains in the volumetric domain. This technique is demonstrated on one of the most complex 3D datasets, the Visible Male, resulting in actual “human animation”. 相似文献
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Layered animation of captured data 总被引:4,自引:0,他引:4
normal volume of a triangle to convert individual triangles to a volumetric representation. A layered model is constructed to animate the
reconstructed high-resolution surface. The model consists of 3 layers: a skeleton for animation from key-frame or motion capture;
a low-resolution control model for real-time mesh deformation; and a high-resolution model to represent the captured surface
detail. Initially the skeleton model is manually placed inside the low-resolution control model and high-resolution scanned
data. Automatic techniques are introduced to map both the control model and captured data into a single layered model. The
high-resolution captured data is mapped onto the low-resolution control model using the normal volume. The resulting model
enables efficient, seamless animation by manipulation of the skeleton while maintaining the captured high-resolution surface
detail. The animation of high-resolution captured data based on a low-resolution generic model of the object opens up the
possibility of rapid capture and animation of new objects based on libraries of generic models.
Published online: 2 October 2001 相似文献
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Human skin model capable of natural shape variation 总被引:8,自引:0,他引:8
Koji Komatsu 《The Visual computer》1988,3(5):265-271
In the production of character animation that treats living things moving at will, as in the case of humans and animals, it is important to express natural action and realistic body shape. If we can express these freely and easily, we will be able to apply character animation to many fields, such as the simulation of dances and sports, and electronic stand-ins. The computer graphics technique may be one of the most effective means to achieve such goals. We have developed human skin model capable of natural shape variation. This model has a skeleton structure, and free form surfaces cover the skeleton just like skin. The model permits continuous motion of every components of the skeleton according to actions. During such movements, the skin retains smoothness and naturalness. We are verifying the human skin model by producing several short animation pieces. 相似文献
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Articulated character animation is typically performed by manually creating and rigging a skeleton into an unfolded 3D object.
However, such tasks are not trivial, as they require a substantial amount of training and practices. Although automatic skeleton
extraction methods have been proposed, they generally may not guarantee that the resulting skeleton can help produce desired
animations according to user intention. In this paper, we present a sketching-based skeleton generation method suitable for
use in the mobile environment. This method takes user sketching as an input, and based on the mesh segmentation result of
a 3D object, it estimates a skeleton for articulated character animation. In addition, we are currently developing a Web-based
mobile platform to support mesh editing by a group of collaborative users and we depict the system architecture of such a
platform. Results show that our method can produce better skeletons in terms of joint positions and topological structure. 相似文献