计算机研究与发展
計算機研究與髮展
계산궤연구여발전
JOURNAL OF COMPUTER RESEARCH AND DEVELOPMENT
2010年
1期
62-71
,共10页
卢涤非%任文华%李国军%斯进
盧滌非%任文華%李國軍%斯進
로조비%임문화%리국군%사진
草图%变形%动画%交互式动画制作工具%均值坐标
草圖%變形%動畫%交互式動畫製作工具%均值坐標
초도%변형%동화%교호식동화제작공구%균치좌표
sketch%deformations%animation%interactive animating tools%mean value coordinates
在基于草图的三维动画复制的基础上,提出了基于样例的交互式三维动画生成方法.在保留源动画基本风格的前提下,用户可以加入自己的创作思想.该方法不需要源网格和目标网格有相同的顶点数和三角面片数,也不需要有类似的拓扑信息.该方法由以下几个步骤组成:1)使用线型草图在源网格和目标网格间建立对应关系;2)在目标对象上设置控制点;3)交互地调整控制点,通过优化算法,计算出对应于各个样例姿势的权重,合成适合各个控制点的目标对象的关键帧.该方法直观易用,可以生成逼真的三维动画.通过一系列不同的样例姿势,在不同数量控制点的情况下测试了计算结果,验证了其可行性.
在基于草圖的三維動畫複製的基礎上,提齣瞭基于樣例的交互式三維動畫生成方法.在保留源動畫基本風格的前提下,用戶可以加入自己的創作思想.該方法不需要源網格和目標網格有相同的頂點數和三角麵片數,也不需要有類似的拓撲信息.該方法由以下幾箇步驟組成:1)使用線型草圖在源網格和目標網格間建立對應關繫;2)在目標對象上設置控製點;3)交互地調整控製點,通過優化算法,計算齣對應于各箇樣例姿勢的權重,閤成適閤各箇控製點的目標對象的關鍵幀.該方法直觀易用,可以生成逼真的三維動畫.通過一繫列不同的樣例姿勢,在不同數量控製點的情況下測試瞭計算結果,驗證瞭其可行性.
재기우초도적삼유동화복제적기출상,제출료기우양례적교호식삼유동화생성방법.재보류원동화기본풍격적전제하,용호가이가입자기적창작사상.해방법불수요원망격화목표망격유상동적정점수화삼각면편수,야불수요유유사적탁복신식.해방법유이하궤개보취조성:1)사용선형초도재원망격화목표망격간건립대응관계;2)재목표대상상설치공제점;3)교호지조정공제점,통과우화산법,계산출대응우각개양례자세적권중,합성괄합각개공제점적목표대상적관건정.해방법직관역용,가이생성핍진적삼유동화.통과일계렬불동적양례자세,재불동수량공제점적정황하측시료계산결과,험증료기가행성.
Proposed in this paper is an example based synthesis approach to create 3D animation of a target character interactively on the basis of sketch based 3D animation transfer. Users can add new creative idea to their works while reserving the styles of source animations. This approach consists of the following steps: 1)inputting pairs of sketches to source and target meshes, and building correspondences between the sources and target; 2)inputting control points on the target mesh; and 3)adjusting the control points interactively, calculating the weights of each key frame of source animations and creating an optimized deformed target mesh according to the control points. The authors provide new research contributions to all these topics, and integrate them into the newly developed prototype animating system, which is an easy-to-use interactive animating tool and not limited to trained experts. This approach is general and does not require the sources and target to share the same number of vertices or triangles, or to have matching connectivity. The above approach is intuitive and able to produce highly authentic 3D animations. The approach is demonstrated by constructing different examples according to a series of key frames of different sources and different number of control points to illustrate the feasibility.