Motion Level-of-Detail: A Simplification Method on Crowd Scene

Motion Level-of-Detail: A Simplification Method on Crowd Scene
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运动细节层次:人群场景的一种简化方法

DOI:
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发表时间:
2004
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通讯作者:
K. Wohn
K. Wohn
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作者:
Junghyun Ahn;K. Wohn

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角色动画的最新技术改进增加了可以出现在虚拟场景中的角色的数量。此外,骨架和网格结构预计将在未来更加复杂。因此,在没有任何预处理的情况下,在实时人群环境中模拟大量角色的关节是无法承受的。我们提出了一种预处理方法称为“运动细节层次”,以克服这一限制。我们的“运动细节层次”框架不仅最大限度地减少了模拟成本的关节,但也保持了原始和简化的运动之间的相似性。“关节姿态聚类”是我们框架的骨架简化方法,它通过相似姿态的聚类来减少骨架节点。簇是一组连续的帧,其中每个帧具有相似的姿势。由于我们的方法依赖于运动轨迹,简化的结果保持了运动的质量。我们还应用了几何简化的可变形的字符网格,以提高性能。我们的方法对于具有单调轨迹的复杂骨骼运动特别有用。
Recent technological improvement in character animation has increased the number of characters that can appear in a virtual scene. Besides, skeletal and mesh structures are expected to be more complex in the future. Therefore, simulating massive characters' joints in a real-time crowd environment without any preprocessing is unaffordable. We propose a preprocessing method called 'motion level-of-detail' to overcome this limitation. Our 'motion level-of-detail' framework not only minimizes the simulation cost of the joints, but also maintains the similarity between the original and the simplified motion. 'Joint posture clustering (JPC)', which is the skeletal simplification method of our framework, reduces skeletal node by the clusters of similar postures. A cluster is a set of continuous frames, where each frame has similar posture. Because our approach depends on motion trajectory, simplified result preserves the quality of the motion. We also applied a geometric simplification on deformable character mesh, to increase performance. Our approach was particularly useful for the complex skeletal motions that have a monotonous trajectory.