检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]合肥工业大学计算机与信息学院,合肥230009 [2]合肥工业大学工业与装备技术研究院,合肥230009
出 处:《计算机辅助设计与图形学学报》2016年第5期750-762,共13页Journal of Computer-Aided Design & Computer Graphics
基 金:国家自然科学基金(61370167);教育部博士点基金(20120111110003);合肥工业大学博士专项科研资助基金(JZ2015HGBZ0099)
摘 要:针对现有方法不能实现全自动异构重定向的问题,结合语义中间骨架与多参数优化,提出一种面向两足和四足角色的分层骨架匹配方法.首先选取业内公认的人类和四足骨架为原形创建语义中间骨架;然后分析多种几何、拓扑参数,评估骨架节点的重要性和可区分度,从而将节点分为3个层次,并对每个层次的节点选取合适的参数组合,结合中间骨架所提供的语义信息匹配各层节点;最后进行满足末端轨迹和步态约束的运动数据转移.通过一组多样化异构角色进行自动重定向实验,证明了文中方法对身体比例多样、局部结构复杂的骨架均能正确地进行批量自动的异构重定向.Fully automatic motion retargeting between heterogeneous skeletons is not feasible by existing methods.To solve the problem, we proposed a hierarchical skeleton corresponding method based on semantic inter-mediate skeleton and multi-parameter optimization for biped and quadruped characters. The human and quadrupedskeletons, which are widely used in the animation industry, are introduced as inter-mediate skeletons. Seriesof geometry and topology parameters are analyzed, and then skeleton nodes are classified into three layers accordingto their significant level and dipartite degree. According to the selected parameters for each layer, andsemantic information from inter-mediate skeleton, skeleton nodes are corresponded layer by layer. At last, motiondata is transmitted under constraints of gaits and end trajectories. The results from experiments among severaltypical character skeletons with various features proved that our method is feasible for fully automatic motion retargetingof mass heterogeneous characters with nonstandard body proportions and locally complex structures.
关 键 词:角色动画 异构运动重定向 语义中间骨架 骨架匹配
分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:3.135.64.200