Novel metaballs-driven approach with dynamic constraints for character articulation

Novel metaballs-driven approach with dynamic constraints for character articulation
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新颖的元球驱动方法,具有角色清晰度的动态约束

DOI:
10.1007/s11432-018-9470-4
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发表时间:
2018-07
期刊:
Science China Information Sciences
影响因子:
--
通讯作者:
Qin Hong
Qin Hong
中科院分区:
其他
文献类型:
--
作者:
Bai Junxuan;Pan Junjun;Yang Yuhan;Qin Hong

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蒙皮技术对于 3D 计算机动画中的角色清晰度至关重要。目前,基于骨架的方法因其简单和高效而广泛应用于动画行业,尤其​​是线性混合蒙皮(LBS)[1]和双四元数蒙皮(DQS)[2]。然而,由于缺乏内部体积表示,它们会出现关节塌陷、糖果包装和膨胀问题。如图 1 所示,我们在此提出了一种使用一组球(元球)的体积蒙皮方法。 Metaballs方法是一种基于隐式曲面的建模技术。它可以代表连续的、斑点状的表面。该方法已应用于虚拟手术模拟[3]以对人体器官进行建模。在这里,我们采用位移表示和拉普拉斯坐标来表示表面。我们还提供了额外的关节球来提高关节周围的变形质量。为了引入抖动等动态效果,我们将元球模型与基于位置的动力学 (PBD)[4] 和动作线 [5] 结合起来。动作线用于表示可以限制球运动的简化肌肉和肌腱。实验表明,我们的元球模型可以为实时应用创建逼真的变形。为了演示我们的方法,我们首先描述我们的初级变形元球方法。随后,我们将阐述相关技术
Skinning techniques are essential for character articulation in 3D computer animation. Currently, skeleton-based methods are widely used in the animation industry for its simplicity and efficiency, especially in linear blend skinning (LBS)[1] and dual quaternion skinning (DQS)[2]. However, owing to the lack of the inside volumetric representation, they suffer from joint collapse, candy-wrapper, and bulging problems.As shown in Figure 1, we herein propose a volumetric skinning method using a set of balls (metaballs). Metaballs method is a modeling technique based on implicit surfaces. It can represent continuous, blobby-like surfaces. This method has been applied to virtual surgery simulations [3] for modeling human organs. Here, we employ a displacement representation and Laplacian coordinates to represent the surface. We also present additional joint balls to improve the deformation quality around the joints. To introduce dynamic effects such as jiggling, we couple our metaballs model with position-based dynamics (PBD)[4] and action lines [5]. The action lines are employed to represent simplified muscles and tendons that can constrain the motions of the balls. The experiments show that our metaballs model can create realistic deformations for real-time applications. To demonstrate our method, we first describe our metaballs method for primary deformations. Subsequently, we illustrate the techniques for the
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