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肖苗苗, 刘箴, 史佳宾, 金炜, 刘婷婷, 刘翠娟, 刘邦权. 虚拟人眼泪流淌现象的动画仿真方法[J]. 计算机辅助设计与图形学学报, 2015, 27(9): 1669-1674.
引用本文: 肖苗苗, 刘箴, 史佳宾, 金炜, 刘婷婷, 刘翠娟, 刘邦权. 虚拟人眼泪流淌现象的动画仿真方法[J]. 计算机辅助设计与图形学学报, 2015, 27(9): 1669-1674.
Xiao Miaomiao, Liu Zhen, Shi Jiabin, Jin Wei, Liu Tingting, Liu Cuijuan, Liu Bangquan. Simulation Method of Agents’ Tears Flowing[J]. Journal of Computer-Aided Design & Computer Graphics, 2015, 27(9): 1669-1674.
Citation: Xiao Miaomiao, Liu Zhen, Shi Jiabin, Jin Wei, Liu Tingting, Liu Cuijuan, Liu Bangquan. Simulation Method of Agents’ Tears Flowing[J]. Journal of Computer-Aided Design & Computer Graphics, 2015, 27(9): 1669-1674.

虚拟人眼泪流淌现象的动画仿真方法

Simulation Method of Agents’ Tears Flowing

  • 摘要: 为了增强虚拟人表情动画的真实感,通过在表情动画中加入基于流体物理的虚拟人眼泪仿真,提出一种虚拟人流泪仿真方法.在预处理时,将三维中的流淌仿真映射到二维空间,以避免三维空间中点-面碰撞检测开销较大的问题;仿真时,着重考虑皮肤和眼泪之间的作用力、黏附力以及表面张力;渲染时,根据二维上的位置信息生成法线纹理,再采用改进的法线贴图的方法渲染出虚拟人流泪的效果.实验结果表明,该方法能够实时地模拟虚拟人的流泪效果.

     

    Abstract: Tears simulation based on fluid physics is added into the facial animation of the agents to increase realism. A method is presented to simulate tears. In pre-processing, the flowing in 3D is mapped to the 2D space, which could avoid the problem of point-surface collision detection in 3D. In simulation, the emphasis is put on the analysis of the force between skin and tears, adhesive force and surface tension. In rendering, the normal texture is generated according to the 2D position of the particles, crying scenario is rendered, using improved normal texture mapping technique. The method is confirmed by the demo of the agent crying in real-time.

     

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