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Velocity Skinning for Real-time Stylized Skeletal Animation
arXiv - CS - Graphics Pub Date : 2021-04-11 , DOI: arxiv-2104.04934
Damien Rohmer, Marco Tarini, Niranjan Kalyanasundaram, Faezeh Moshfeghifar, Marie-Paule Cani, Victor Zordan

Secondary animation effects are essential for liveliness. We propose a simple, real-time solution for adding them on top of standard skinning, enabling artist-driven stylization of skeletal motion. Our method takes a standard skeleton animation as input, along with a skin mesh and rig weights. It then derives per-vertex deformations from the different linear and angular velocities along the skeletal hierarchy. We highlight two specific applications of this general framework, namely the cartoonlike "squashy" and "floppy" effects, achieved from specific combinations of velocity terms. As our results show, combining these effects enables to mimic, enhance and stylize physical-looking behaviours within a standard animation pipeline, for arbitrary skinned characters. Interactive on CPU, our method allows for GPU implementation, yielding real-time performances even on large meshes. Animator control is supported through a simple interface toolkit, enabling to refine the desired type and magnitude of deformation at relevant vertices by simply painting weights. The resulting rigged character automatically responds to new skeletal animation, without further input.

中文翻译:

实时蒙皮动画的速度蒙皮

次要动画效果对于保持活泼至关重要。我们提出了一种简单的实时解决方案,用于将它们添加到标准蒙皮之上,从而实现了艺术家驱动的骨骼运动样式化。我们的方法将标准骨架动画以及蒙皮网格和装备权重作为输入。然后从沿骨骼层次的不同线性和角速度得出每个顶点的变形。我们重点介绍了此通用框架的两个特定应用程序,即通过速度项的特定组合实现的类似卡通的“ squashy”和“ floppy”效果。如我们的结果所示,将这些效果结合起来可以针对任意蒙皮角色在标准动画管道中模拟,增强和样式化外观效果。在CPU上互动,我们的方法允许GPU实施,即使在大型网格上也能产生实时性能。Animator控制通过一个简单的界面工具包来支持,从而可以通过简单地绘制权重来在相关顶点上细化所需的变形类型和大小。生成的装配角色自动响应新的骨骼动画,而无需进一步输入。
更新日期:2021-04-13
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