Subdivision Surfaces in Character Animation

Subdivision Surfaces in Character Animation
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DOI:
10.1145/3596711.3596795
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发表时间:
2023-08
期刊:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2
影响因子:
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通讯作者:
T. DeRose;M. Kass;Tien Truong
T. DeRose;M. Kass;Tien Truong
中科院分区:
其他
文献类型:
--
作者:
T. DeRose;M. Kass;Tien Truong

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在计算机图形学中创建可信和可爱的角色带来了许多技术挑战,包括头部、手和衣服等复杂形状的建模、动画和渲染。传统上,这些形状是使用NURBS曲面建模的,尽管NURBS施加了严格的拓扑限制。为了突破这些限制,我们最近在生产环境中引入了细分曲面。细分曲面并不新鲜,但它们在高端CG生产中的使用一直受到限制。
The creation of believable and endearing characters in computer graphics presents a number of technical challenges, including the modeling, animation and rendering of complex shapes such as heads, hands, and clothing. Traditionally, these shapes have been modeled with NURBS surfaces despite the severe topological restrictions that NURBS impose. In order to move beyond these restrictions, we have recently introduced subdivision surfaces into our production environment. Subdivision surfaces are not new, but their use in high-end CG production has been limited.