实时三维人体卡通运动的设计与实现
Real-Time 3D Human Cartoon Animation System
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摘要: 为了实现虚拟角色的三维卡通运动,提出一种结合卡通滤波与骨骼模型自动绑定的实时生成算法.首先运用高斯拉普拉斯算子对捕获的运动数据进行滤波,然后用热量平衡的原理来自动绑定给定的人体模型,最后将滤波后的运动数据加载到绑定好的模型中,生成卡通化的夸张的动画序列.为了避免出现“collapse”和“candy wrapper”等走样现象,采用了SBS算法对网格进行变形.运动捕获数据滤波与蒙皮过程均使用GPU进行了加速.实验结果表明,运用该算法生成的动画效果满足动画法则,网格变形后表面光滑,用户交互简单.Abstract: This paper presents a novel method for generating 3D real-time cartoon animation.We first use the Laplacian of Gaussian(LoG) filter to process the motion capture data,which results in a more "alive" or "animated" animation style.Then,we use the analogy to heat equilibrium to automatically rig the mesh model.After that,we retarget the filtered data to the rigged mesh model and generate cartoon animation sequences.The spherical blend skinning(SBS) is employed to avoid collapse and candy wrapper artifacts,which costs low computation and memory space.The advantage of the presented method lies in its simplicity and real-time performance.Experiments show that our approach can produce satisfactory results.The system is easy to use even for novices.