共查询到20条相似文献,搜索用时 15 毫秒
1.
Robert E. Rosenblum Wayne E. Carlson Edwin Tripp 《Computer Animation and Virtual Worlds》1991,2(4):141-148
We develop and present a new approach to modelling the characteristics of human hair, considering not only its structure, but also the control of its motion and a technique for rendering it in a realistic form. The approach includes a system for interactively defining the global positioning of the strands of hair on the head. Special attention is paid to the self shadowing of the hair. A mass/spring/hinge system is used to control a single strand's position and orientation. We demonstrate that this approach results in a believable rendition of the hair and its dynamics. 相似文献
2.
在头部动画中头发弯曲的控制 总被引:1,自引:0,他引:1
根据头发的基本特性,将头发弯曲通过力的形式统一予以描述,根据头发的不同受力,得到不同的弯曲形状,并且给出了碰撞检测方法和头发生长点判别方法。 相似文献
3.
This paper presents a novel learning-based clothing deformation method to generate rich and reasonable detailed deformations for garments worn by bodies of various shapes in various animations. In contrast to existing learning-based methods, which require numerous trained models for different garment topologies or poses and are unable to easily realize rich details, we use a unified framework to produce high fidelity deformations efficiently and easily. Specifically, we first found that the fit between the garment and the body has an important impact on the degree of folds. We then designed an attribute parser to generate detail-aware encodings and infused them into the graph neural network, therefore enhancing the discrimination of details under diverse attributes. Furthermore, to achieve better convergence and avoid overly smooth deformations, we proposed to reconstruct output to mitigate the complexity of the learning task. Experimental results show that our proposed deformation method achieves better performance over existing methods in terms of generalization ability and quality of details. 相似文献
4.
We developed a new framework to generate hand and finger grasping motions. The proposed framework provides online adaptation to the position and orientation of objects and can generate grasping motions even when the object shape differs from that used during motion capture. This is achieved by using a mesh model, which we call primitive object grasping (POG), to represent the object grasping motion. The POG model uses a mesh deformation algorithm that keeps the original shape of the mesh while adapting to varying constraints. These characteristics are beneficial for finger grasping motion synthesis that satisfies constraints for mimicking the motion capture sequence and the grasping points reflecting the shape of the object. We verify the adaptability of the proposed motion synthesizer according to its position/orientation and shape variations of different objects by using motion capture sequences for grasping primitive objects, namely, a sphere, a cylinder, and a box. In addition, a different grasp strategy called a three‐finger grasp is synthesized to validate the generality of the POG‐based synthesis framework. 相似文献
5.
Sinuo Liu Xiaokun Wang Xiaojuan Ban Yanrui Xu Jing Zhou Jií Kosinka Alexandru C. Telea 《Computer Graphics Forum》2021,40(1):54-67
A major issue in smoothed particle hydrodynamics (SPH) approaches is the numerical dissipation during the projection process, especially under coarse discretizations. High‐frequency details, such as turbulence and vortices, are smoothed out, leading to unrealistic results. To address this issue, we introduce a vorticity refinement (VR) solver for SPH fluids with negligible computational overhead. In this method, the numerical dissipation of the vorticity field is recovered by the difference between the theoretical and the actual vorticity, so as to enhance turbulence details. Instead of solving the Biot‐Savart integrals, a stream function, which is easier and more efficient to solve, is used to relate the vorticity field to the velocity field. We obtain turbulence effects of different intensity levels by changing an adjustable parameter. Since the vorticity field is enhanced according to the curl field, our method can not only amplify existing vortices, but also capture additional turbulence. Our VR solver is straightforward to implement and can be easily integrated into existing SPH methods. 相似文献
6.
7.
We propose a novel monolithic pure SPH formulation to simulate fluids strongly coupled with rigid bodies. This includes fluid incompressibility, fluid–rigid interface handling and rigid–rigid contact handling with a viable implicit particle-based dry friction formulation. The resulting global system is solved using a new accelerated solver implementation that outperforms existing fluid and coupled rigid–fluid simulation approaches. We compare results of our simulation method to analytical solutions, show performance evaluations of our solver and present a variety of new and challenging simulation scenarios. 相似文献
8.
三维人体行走模型的研究与实现 总被引:12,自引:0,他引:12
本文采用多面体组合建立人体模型,用三角函数拟合步行时的关节活动轨迹,设计bend函数来实现关节体和部位体的转动控制,采用逐节调整转动角度的方法实现人体旋转坐标变换,整体进行人体的坐标平移变换,生成了步行过程中的一幅幅三维人体活动模型图形,使之在连续播映时产生逼真的人体行走画效果。 相似文献
9.
10.
介绍了基于图像与几何空间的实时阴影绘制算法,使用shadow map处理非阴影边缘区域,使用shadow volume处理阴影边缘区域,既克服了shadow map容易出现的走样现象,在性能上又较shadow volume有了很大提高.在具体实现中,引入了计算掩码技术,以实现对阴影边缘区域的划分. 相似文献
11.
Nickos Vasilonikolidakis Gordon J. Clapworthy 《Computer Animation and Virtual Worlds》1991,2(3):106-113
This paper presents the application of inverse Lagrangian dynamics for the purpose of animating articulated models. The method orginates from mechanics and robotics and has been adapted to deal with branched kinematic chains and joints with multiple degrees of freedom. The method is then reformulated to calculate the ground reaction forces that apply to the body. The approach is direct and does not involve guesswork. The formulation has been implemented into a general animation system that is entirely interactive and supports the facility of simulating generic articulated models. 相似文献
12.
We have developed an automatic composition system for ballet choreographies by using 3DCG animation. Our goal is to develop
useful tools in dance education such as a creation-support system for ballet teachers and a self-study system for students.
The algorithm for automatic composition was integrated to create utilitarian choreographies. As a result of an evaluation
test, we verified that the created choreographies had a possibility to be used in the actual lessons. This system is valuable
for online virtual dance experimentation and exploration by teachers and choreographers involved in creative practices, improvisation,
creative movement, or dance composition. 相似文献
13.
14.
Haegwang Eom Byungkuk Choi Kyungmin Cho Sunjin Jung Seokpyo Hong Junyong Noh 《Computer Graphics Forum》2020,39(1):595-606
The processing of captured motion is an essential task for undertaking the synthesis of high-quality character animation. The motion decomposition techniques investigated in prior work extract meaningful motion primitives that help to facilitate this process. Carefully selected motion primitives can play a major role in various motion-synthesis tasks, such as interpolation, blending, warping, editing or the generation of new motions. Unfortunately, for a complex character motion, finding generic motion primitives by decomposition is an intractable problem due to the compound nature of the behaviours of such characters. Additionally, decomposed motion primitives tend to be too limited for the chosen model to cover a broad range of motion-synthesis tasks. To address these challenges, we propose a generative motion decomposition framework in which the decomposed motion primitives are applicable to a wide range of motion-synthesis tasks. Technically, the input motion is smoothly decomposed into three motion layers. These are base-level motion, a layer with controllable motion displacements and a layer with high-frequency residuals. The final motion can easily be synthesized simply by changing a single user parameter that is linked to the layer of controllable motion displacements or by imposing suitable temporal correspondences to the decomposition framework. Our experiments show that this decomposition provides a great deal of flexibility in several motion synthesis scenarios: denoising, style modulation, upsampling and time warping. 相似文献
15.
16.
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
17.
A survey of human body animation is presented dealing with its geometrical representation, motion control techniques and rendering. A classification of human body animation systems is presented according to different criteria.The human body movement notations are described and the different existing geometric models of the body and the face are analised and compared.The body and face control motion techniques are presented and discussed, as well as human body motion in its environment. Finally, the different problems of human body rendering are presented. 相似文献
18.
The problem of dynamic scheduling for single machine manufacturing systems has been extensively studied in the past under different setup scenarios, mainly for systems with infinite buffer capacity. This paper addresses a general framework and investigates similarities and differences between policies optimal if setup times and costs are or are not negligible, if buffers have a finite or an infinite capacity. The cost function takes into account of backlog and surplus, but also includes a demand loss component if buffers have a finite capacity and a setup cost if not negligible. Both a steady state and a transient optimization problem are considered and already known results are compared and extended to complete the analysis. 相似文献
19.
Animated statues 总被引:1,自引:0,他引:1
In this paper we present a layered framework for the animation of high-resolution human geometry captured using active 3D sensing technology. Commercial scanning systems can now acquire highly accurate surface data across the whole-body. However, the result is a dense, irregular, surface mesh without any structure for animation. We introduce a model-based approach to animating a scanned data-set by matching a generic humanoid control model to the surface data. A set of manually defined feature points are used to define body and facial pose, and a novel shape constrained matching algorithm is presented to deform the control model to match the scanned shape. This model-based approach allows the detailed specification of surface animation to be defined once for the generic model and re-applied to any captured scan. The detail of the high-resolution geometry is represented as a displacement map on the surface of the control model, providing smooth reconstruction of detailed shape on the animated control surface. The generic model provides animation control over the scan data-set, and the displacement map provides control of the high-resolution surface for editing geometry or level of detail in reconstruction or compression.Published online: 8 August 2003 相似文献
20.
魏丽 《计算机工程与应用》2012,48(25):83-87
为了在制作群体动画时产生逼真的运动路径,在群体运动的模拟中设计了碰撞检测和碰撞避免的方法,并基于微粒群算法和人工蜂群算法提出了群体动画路径自动规划方法.仿真实验表明;该方法能够实现群体动画运动路径的自动设计,提高了群体动画的制作效率. 相似文献