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1.
In this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented.  相似文献   

2.
该文基于质点-弹簧模型的粒子系统,对布料动画的数值方法进行研究,提出了一种稳定的、实时近似隐式积分算法。通过综合运用显式与隐式积分方法,可以方便地加上风等外力以提高动画的真实感。  相似文献   

3.
参数曲线广泛应用于计算机动画,隐曲线在计算机动画中的应用也越来越受到重视.主要研究了二维隐曲线在动作补间技术中的应用,提出了一种新的二维隐曲线动作补间算法-速度插值算法.在算法中,隐曲线用于指定动画对象的运动路径.速度曲线用于描述动画对象的速度与时间关系,结合运动路径和运动速度,速度插值技术用来生成与速度相关的插值序列.同时,在Matlab中实现了算法.仿真结果表明,按算法生成的动作补间动画自然逼真,且算法具有交互性好、真实感强、普遍性高、稳定性高等特点.  相似文献   

4.
本文主要研究了隐曲线在行为动画中的应用,提出并进一步研究了隐曲线在行为动画中的任务指定作用.提出了基于隐曲线的速度插值算法.隐曲线用于指定行为动画的运动路径,速度曲线用于描述运动的时间分布.基于角色的运动路径和运动速度,速度插值技术生成与速度映射的插值位置点,进而通过逆向运动学技术,可以求解得到动画角色的骨架序列.同时对本文提出的隐曲线速度插值算法进行了实现和分析.通过设置不同的运动路径和速度曲线,速度插值技术可直观、快速地满足用户的具体要求创建不同的运动序列,且运动复用性强.  相似文献   

5.
This work is designed to control the movement of hand structural agents under external action, using the implicit animation driven by explicit animation technique (AI‐CAE technique). Starting from the configuration of a hand at rest obtained by a 3D scanner and after meshing of the structural agents, we seek the configuration of the rigid agents under orthopaedic surgeon external action and interacting reliance of deformable and rigid agents. We have developed a model and software tools to answer this interactive application with adaptive execution. The first contribution comes from notations and definition of a versatile multi‐body system dedicated to the explicit and implicit animation. The second contribution comes from the implicit animation driven by explicit animation itself, and from its ability to mimic the role of cartilages and ligaments. The resulting technique is applied to the bone structure consistency of a specific human hand in the context of virtual hand orthopaedic surgery. The versatile specific multi‐body is made up of hierarchical interacting agents conceivable as a construction set of rigid bones with cartilages–ligaments and underlying links. The explicit animation produces a desired configuration from geometric command parameters of torsion, flexion, pivot and axis shifting, given in a scenario subdivided into temporal sequences. The implicit animation controls the movement by implementing a physics‐based model and fuzzy constraints of position and orientation. It gives better configuration than the explicit animation because it takes into account the interactions between agents, and it gives a neat solution without the problems of complexity due to geometric modelling. A methodology based on the AI‐CAE technique is discussed, medical expertise and validation tests are presented. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

6.
This paper presents a new adaptive sampling method for implicit surfaces that can be used in both interactive modelling and animation. The algorithm samples implicit objects composed of blending primitives and efficiently maintains this sampling over time, even when their topology changes (during fractures and fusions). It provides two complementary modes of immediate visualization: displaying “scales” lying on the surface, or a “primitive-wise” polygonization. The sampling method efficiently avoids unwanted blending between different parts of an object. Moreover, it can be used for partitioning an implicit surface into local bounding boxes that will accelerate collision detection during animation and ray-intersections during final rendering.  相似文献   

7.
Visually appealing and vivid simulations of deformable solids represent an important aspect of physically based computer animation. For the temporal discretization, it is customary in computer animation to use first-order accurate integration methods, such as Backward Euler, due to their simplicity and robustness. Although there is notable research on second-order methods, their use is not widespread. Many of these well-known methods have significant drawbacks such as severe numerical damping or scene-dependent time step restrictions to ensure stability. In this paper, we discuss the most relevant requirements on such methods in computer animation and motivate the interest beyond first-order accuracy. Keeping these requirements in mind, we investigate several promising methods from the families of diagonally implicit Runge-Kutta (DIRK) and Rosenbrock methods which currently do not appear to have considerable popularity in this field. We show that the usage of such methods improves the visual quality of physical animations. In addition, we demonstrate that they allow distinctly more control over damping at lower computational cost than classical methods. As part of our theoretical contribution, we review aspects of simulations that are often considered more intricate with higher-order methods, such as contact handling. To this end, we derive an implicit linearized contact model based on a predictor-corrector approach that leads to consistent behavior with higher-order integrators as predictors. Our contact model is well suited for the simulation of stiff, nonlinear materials with the integration methods presented in this paper and more common methods such as Backward Euler alike.  相似文献   

8.
Scalar-field-guided adaptive shape deformation and animation   总被引:1,自引:1,他引:0  
In this paper, we propose a novel scalar-field-guided adaptive shape deformation (SFD) technique founded on PDE-based flow constraints and scalar fields of implicit functions. Scalar fields are used as embedding spaces. Upon deformation of the scalar field, a corresponding displacement/velocity field will be generated accordingly, which results in a shape deformation of the embedded object. In our system, the scalar field creation, sketching, and manipulation are both natural and intuitive. The embedded model is further enhanced with self-optimization capability. During the deformation we can also enforce various constraints on embedded models. In addition, this technique can be used to ease the animation design. Our experiments demonstrate that the new SFD technique is powerful, efficient, versatile, and intuitive for shape modeling and animation. This revised version was published online in February 2004 due to typesetting mistakes in the author correction process.  相似文献   

9.
布料动画中,通常采用施加约束的方式限制布料的过度拉伸.已有的研究工作没有充分考虑拉伸约束与弯曲形变之间的关系,构造的动画模型并不完善,无法模拟布料无拉伸而多褶皱的"刚柔"相混的复杂变形效果.针对此问题,提出一种基于隐式约束力的布料动画方法.首先,建立有效的布料弯曲受力模型,并提出一种动态适应性约束方法,能够同时处理布料运动过程中结构和剪切2种不同类型的拉伸,避免单一结构拉伸约束导致的"过剪切"变形或者过约束导致的"刚性"失真效果;建立碰撞约束,避免局部调整穿透质点引起的过度拉伸问题.其次,将各种约束以隐式约束力的形式增加到动力学系统中,采用约束型迭代精化的方法进行求解.实验结果表明,该方法稳定有效,能够在保持布料弯曲形变的前提下,将拉伸控制在合理范围内,真实地刻画布料"易弯抗拉"的变形特征,实现逼真的布料变形动画模拟.  相似文献   

10.
This paper shows that an adequate use of vectorfields can solve most inconsistencies related to texture mapping that appear in current animation and rendering systems based on implicit objects. The method used is based on the concept of a virtual skin. A skin with its own texture mapping is spread over an implicit object and is constrained to stick to the deformation of the implicit object. A vectorfield is used to compute the relationship between the motion of the skin and the deformation of the object. Visual and implementation issues are discussed with respect to typical applications of implicit objects in computer graphics.  相似文献   

11.
This paper presents an efficient method for creating the animation of flexible objects. The mass-spring model was used to represent flexible objects. The easiest approach to creating animation with the mass-spring model is the explicit Euler method, but the method has a serious weakness in that it suffers from an instability problem. The implicit integration method is a possible solution, but a critical flaw of the implicit method is that it involves a large linear system. This paper presents an approximate implicit method for the mass-spring model. The proposed technique updates with stability the state of n mass points in O(n) time when the number of total springs is O(n). In order to increase the efficiency of simulation or reduce the numerical errors of the proposed approximate implicit method, the number of mass points must be as small as possible. However, coarse discretization with a small number of mass points generates an unrealistic appearance for a cloth model. By introducing a wrinkled cubic spline curve, we propose a new technique that generates realistic details of the cloth model, even though a small number of mass points are used for simulation.  相似文献   

12.
徐利敏  吴刚 《计算机科学》2017,44(Z11):19-23, 28
点云数据的曲面重建就是对扫描设备获得的物体散乱数据点重建三维物体表面,它被广泛应用于计算机动画、目标识别、数据可视化以及地理信息系统。点云的隐式曲面重建由于能够去除点云噪声,修补孔洞和裂缝,不需要拼接和平滑等后续处理,成为点云数据集曲面重构的重要方法。文中综述了目前一些主要的隐式曲面重构方法,就隐式模型以及相应的曲面重构算法的优缺点进行了分析比较,并对隐式曲面重构存在的问题和未来发展方向作了相应的分析和讨论。  相似文献   

13.
一种网格融合算法   总被引:1,自引:0,他引:1  
快速建模是三维游戏动画领域的重要技术,从已有模型经过修改、编辑、融合构建出新的模型是一种高效的建模方法.本文提出了一种网格模型融合算法,该算法首先将需要的部分网格从源模型上交互剪切下来,并将其配准对齐;然后将两网格模型转化成点模型表示,并将点模型转化成RBF隐函数表示;再对两隐函数进行布尔运算;最后将布尔运算生的隐函数曲面在两网格接合区域进行三角形化,得到最终的网格模型.算法定义了隐函数曲面的影响区域,有效控制融合过渡.采用边界扩展的三角形化方法,保留了融合区域以外源模型的特征.实验结果表明,本文算法具有很好的网格融合结果,可用于游戏动画中快速造型.  相似文献   

14.
Animation of deformable models using implicit surfaces   总被引:5,自引:0,他引:5  
The paper presents a general approach for designing and animating complex deformable models with implicit surfaces. Implicit surfaces are introduced as an extra layer coating any kind of structure that moves and deforms over time. Offering a compact definition of a smooth surface around an object, they provide an efficient collision detection mechanism. The implicit layer deforms in order to generate exact contact surfaces between colliding bodies. A simple physically based model approximating elastic behavior is then used for computing collision response. The implicit formulation also eases the control of the object's volume with a new method based on local controllers. We present two different applications that illustrate the benefits of these techniques. First, the animation of simple characters made of articulated skeletons coated with implicit flesh exploits the compactness and enhanced control of the model. The second builds on the specific properties of implicit surfaces for modeling soft inelastic substances capable of separation and fusion that maintain a constant volume when animated  相似文献   

15.
Enabling animators to smoothly transform between animated meshes of differing topologies is a long‐standing problem in geometric modelling and computer animation. In this paper, we propose a new hybrid approach built upon the advantages of scalar field‐based models (often called implicit surfaces) which can easily change their topology by changing their defining scalar field. Given two meshes, animated by their rigging‐skeletons, we associate each mesh with its own approximating implicit surface. This implicit surface moves synchronously with the mesh. The shape‐metamorphosis process is performed in several steps: first, we collapse the two meshes to their corresponding approximating implicit surfaces, then we transform between the two implicit surfaces and finally we inverse transition from the resulting metamorphosed implicit surface to the target mesh. The examples presented in this paper demonstrating the results of the proposed technique were implemented using an in‐house plug‐in for Maya?.  相似文献   

16.
In this paper, we describe a novel approach for the reconstruction of animated meshes from a series of time‐deforming point clouds. Given a set of unordered point clouds that have been captured by a fast 3‐D scanner, our algorithm is able to compute coherent meshes which approximate the input data at arbitrary time instances. Our method is based on the computation of an implicit function in ?4 that approximates the time‐space surface of the time‐varying point cloud. We then use the four‐dimensional implicit function to reconstruct a polygonal model for the first time‐step. By sliding this template mesh along the time‐space surface in an as‐rigid‐as‐possible manner, we obtain reconstructions for further time‐steps which have the same connectivity as the previously extracted mesh while recovering rigid motion exactly. The resulting animated meshes allow accurate motion tracking of arbitrary points and are well suited for animation compression. We demonstrate the qualities of the proposed method by applying it to several data sets acquired by real‐time 3‐D scanners.  相似文献   

17.
Difference methods for the solution of the semiconductor flow-equations are discussed. It is shown that implicit schemes are best suited for the particular problem. The successive under-relaxation method (SUR) is appropriate for the solution of the implicit equations. Emphasis is placed on the discussion of the computer-code SECUNDA and its applications in a technical development project. Graphical output and computer animation are powerful resultevaluation techniques. Results for the MESFET and for Gunn diodes show the power and flexibility of the approach presented.  相似文献   

18.
文章试图在探索现行社会文化发展的基础上,通过分析我国现代吉祥物设计中存在的一些单一化、模式化的问题,进一步强调设计师改进设计思维,适应新时期需求,找出影响吉祥物设计的一些创造性的表现思路和方法,浅议现代吉祥物设计的多元化表现。  相似文献   

19.
In this paper, we introduce a method that endows a given animation signal with slow-in and slow-out effects by using a bilateral filter scheme. By modifying the equation of the bilateral filter, the method applies reparameterization to the original animation trajectory. This holds extreme poses in the original animation trajectory for a long time, in such a way that there is no distortion or loss of the original information in the animation path. Our method can successfully enhance the slow-in and slow-out effects for several different types of animation data: keyframe and hand-drawn trajectory animation, motion capture data, and physically-based animation by using a rigid body simulation system.  相似文献   

20.
1.引言人脸建模与动画(face modeling and animation)是计算机图形学中最富有挑战性的课题之一。这是因为:首先,人脸的几何形状非常复杂,其表面不但具有无数细小的皱纹,而且呈现颜色和纹理的微妙变化,因此建立精确的人脸模型、生成真实感人脸非常困难;其次,脸部运动是骨骼、肌肉、皮下组织和皮肤共同作用的结果,其运动机理非常复杂,因此生成真实感人脸动画非常困难;另外,我们人类生来就具有一种识别和  相似文献   

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