Three dimensional polygon mesh deformation using subspace energy projection
    1.
    发明授权
    Three dimensional polygon mesh deformation using subspace energy projection 有权
    使用子空间能量投影的三维多边形网格变形

    公开(公告)号:US08749543B2

    公开(公告)日:2014-06-10

    申请号:US11464721

    申请日:2006-08-15

    CPC分类号: G06T17/20 G06T13/00

    摘要: A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.

    摘要翻译: 一种用于使用非线性和线性约束来变形3D多边形网格的计算机实现的方法。 该方法包括创建完全封装要变形的3D多边形网格的粗略控制3D多边形网格,将3D多边形网格的变形能量和3D多边形网格的约束投射到粗略控制3D的顶点或子空间 多边形网格,并且通过迭代地确定子空间的变形能量来确定产生的变形的3D多边形网格。 约束可以是线性或非线性约束,例如拉普拉斯约束,位置约束,投影约束,骨架约束或体积约束。

    Three Dimensional Polygon Mesh Deformation Using Subspace Energy Projection
    2.
    发明申请
    Three Dimensional Polygon Mesh Deformation Using Subspace Energy Projection 有权
    使用子空间能量投影的三维多边形网格变形

    公开(公告)号:US20080043021A1

    公开(公告)日:2008-02-21

    申请号:US11464721

    申请日:2006-08-15

    IPC分类号: G09G5/00

    CPC分类号: G06T17/20 G06T13/00

    摘要: A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.

    摘要翻译: 一种用于使用非线性和线性约束来变形3D多边形网格的计算机实现的方法。 该方法包括创建完全封装要变形的3D多边形网格的粗略控制3D多边形网格,将3D多边形网格的变形能量和3D多边形网格的约束投射到粗略控制3D的顶点或子空间 多边形网格,并且通过迭代地确定子空间的变形能量来确定产生的变形的3D多边形网格。 约束可以是线性或非线性约束,例如拉普拉斯约束,位置约束,投影约束,骨架约束或体积约束。

    Example-Based Motion Detail Enrichment in Real-Time
    3.
    发明申请
    Example-Based Motion Detail Enrichment in Real-Time 有权
    基于实例的运动细节实时丰富

    公开(公告)号:US20100033488A1

    公开(公告)日:2010-02-11

    申请号:US12189212

    申请日:2008-08-11

    IPC分类号: G06T15/70

    CPC分类号: G06T13/40

    摘要: An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.

    摘要翻译: 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。

    Mesh Puppetry
    4.
    发明申请
    Mesh Puppetry 有权
    网状木偶

    公开(公告)号:US20080309664A1

    公开(公告)日:2008-12-18

    申请号:US11764557

    申请日:2007-06-18

    IPC分类号: G06T17/00

    摘要: This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.

    摘要翻译: 本公开描述了用于细节保留皮肤网格操纵或变形的变体框架。 通过以一体化的方式优化骨骼皮肤网格的骨架位置和顶点权重,发生皮肤网格变形。 该过程允许通过在交互式变形平台中为骨骼皮肤网格指定一些所需的约束来创建新的姿势和动画。 该过程调整骨骼位置,并与算法结合约束同时解决变形的皮肤网格。 该算法包括级联优化过程。 网状木偶实时显示皮肤网格操纵。 用户界面将启用交互式设计,为骨骼皮肤网格创建新的姿势和动画,从而直接操纵骨骼皮肤网格以创建自然,生命般的姿势,并提供自动平衡和最严格的约束,以创建木偶 - 喜欢动画。

    Example-based motion detail enrichment in real-time
    5.
    发明授权
    Example-based motion detail enrichment in real-time 有权
    基于实例的运动细节实时丰富

    公开(公告)号:US08144155B2

    公开(公告)日:2012-03-27

    申请号:US12189212

    申请日:2008-08-11

    IPC分类号: G06T15/00

    CPC分类号: G06T13/40

    摘要: An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.

    摘要翻译: 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。

    Mesh puppetry
    6.
    发明授权
    Mesh puppetry 有权
    网状木偶

    公开(公告)号:US07872653B2

    公开(公告)日:2011-01-18

    申请号:US11764557

    申请日:2007-06-18

    IPC分类号: G06T15/00

    摘要: This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.

    摘要翻译: 本公开描述了用于细节保留皮肤网格操纵或变形的变体框架。 通过以一体化的方式优化骨骼皮肤网格的骨架位置和顶点权重,发生皮肤网格变形。 该过程允许通过在交互式变形平台中为骨骼皮肤网格指定一些所需的约束来创建新的姿势和动画。 该过程调整骨骼位置,并与算法结合约束同时解决变形的皮肤网格。 该算法包括级联优化过程。 网状木偶实时显示皮肤网格操纵。 用户界面将启用交互式设计,为骨骼皮肤网格创建新的姿势和动画,从而直接操纵骨骼皮肤网格以创建自然,生命般的姿势,并提供自动平衡和最严格的约束,以创建木偶 - 喜欢动画。