Three-dimensional animation of soft tissue of characters using controls associated with a surface mesh
    1.
    发明授权
    Three-dimensional animation of soft tissue of characters using controls associated with a surface mesh 有权
    使用与表面网格相关联的控件的人物软组织的三维动画

    公开(公告)号:US08139068B2

    公开(公告)日:2012-03-20

    申请号:US11493220

    申请日:2006-07-26

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40 G06T17/20

    摘要: A face, as well as any other soft tissue of a character, can be animated much in the same way that a skeleton is animated by creating a soft tissue solver attached to the surface mesh. In particular, deformation objects are associated with regions of the surface mesh. The deformation objects deform the mesh according to deformation operators in response to a change in a control object. This soft tissue solver can be generated automatically given a set of salient points specified on an input mesh and a format file for the class of objects of which the input mesh is an example. The format file specifies what the salient points are, and the relative placement of the deformation objects and control objects as functions of the salient points. Specific deformation operators can be defined and associated, through the format file, with the deformation objects and control objects. The format file for a class of objects, such as for human and humanoid heads, and related operators can be determined based on experimentation and observation of the object being modeled. Through such a soft tissue solver, the behavior of the deformation of the surface mesh is quantified and controlled by direct manipulation of the points on the mesh. Thus, the surface of the object can be animated in a manner similar to how animation of a skeleton is defined using inverse kinematics. Because the surface of the object is directly related to its appearance or aesthetics, this animation capability is referred to herein as “quantitative aesthetics.”

    摘要翻译: 可以通过创建附着在表面网格上的软组织求解器,以与骨骼动画相同的方式,使脸部以及角色的任何其他软组织的动画效果相同。 特别地,变形对象与表面网格的区域相关联。 变形对象根据控制对象的变化,根据变形算子对网格进行变形。 给定在输入网格上指定的一组突出点,以及输入网格为例的对象类的格式文件,可以自动生成该软组织求解器。 格式文件指定突出点是什么,以及变形对象和控件对象的相对位置作为突出点的函数。 可以通过格式文件与变形对象和控件对象来定义和关联特定变形运算符。 可以基于对被建模对象的实验和观察来确定一类对象的格式文件,例如人类和人形头部以及相关操作者。 通过这种软组织求解器,通过对网格上的点的直接操纵来量化和控制表面网格的变形行为。 因此,可以以类似于使用逆运动学定义骨架的动画的方式来动画对象的表面。 由于物体的表面与其外观或美学直接相关,因此此动画功能在此称为“定量美学”。

    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine
    2.
    发明授权
    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine 有权
    将网格的变形数据转换为运行时计算机图形动画引擎中的骨架,蒙皮和阴影的动画数据

    公开(公告)号:US07859538B2

    公开(公告)日:2010-12-28

    申请号:US11496241

    申请日:2006-07-31

    IPC分类号: G06T15/70

    CPC分类号: G06T13/40 G06T2210/32

    摘要: Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.

    摘要翻译: 来自字符建模和/或动画工具的对象的动画从该工具使用的表示转换为运行时动画系统(如游戏引擎)中使用的表示。 这样的工具通常表示使用源结构和源皮肤的对象。 运行时动画引擎通常使用目标结构,目标皮肤和阴影来表示对象的动画。 除了将物体从其源结构的运动转移到目标结构之外,变形和阴影也被转换。 关于源皮肤变形的低分辨率信息被转换成一组皮肤重量,用于将目标皮肤与添加到目标结构的虚拟骨骼以及每个动画帧的动画变形数据相关联。 源皮肤变形的高分辨率细节被转换为一组法线贴图,一个或多个蒙版和动画蒙版参数供一个或多个着色器使用。

    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine
    3.
    发明申请
    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine 有权
    将网格的变形数据转换为运行时计算机图形动画引擎中的骨架,蒙皮和阴影的动画数据

    公开(公告)号:US20080024487A1

    公开(公告)日:2008-01-31

    申请号:US11496241

    申请日:2006-07-31

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40 G06T2210/32

    摘要: Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.

    摘要翻译: 来自字符建模和/或动画工具的对象的动画从该工具使用的表示转换为运行时动画系统(如游戏引擎)中使用的表示。 这样的工具通常表示使用源结构和源皮肤的对象。 运行时动画引擎通常使用目标结构,目标皮肤和阴影来表示对象的动画。 除了将物体从其源结构的运动转移到目标结构之外,变形和阴影也被转换。 关于源皮肤变形的低分辨率信息被转换成一组皮肤重量,用于将目标皮肤与添加到目标结构的虚拟骨骼以及每个动画帧的动画变形数据相关联。 源皮肤变形的高分辨率细节被转换为一组法线贴图,一个或多个蒙版和动画蒙版参数供一个或多个着色器使用。