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Research On The Realistic Processing Technology Of Skeleton Skin Animation

Posted on:2018-07-16Degree:MasterType:Thesis
Country:ChinaCandidate:Y L ChenFull Text:PDF
GTID:2437330518991065Subject:Education Technology
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With the continuous development of education technology,there are many popular technology applications in the field of education,such as virtual reality,augmented reality,big data and artificial intelligence.It is necessary to use skinned mesh animation in virtual reality education application and augmented reality application.The skinned mesh animation is a kind of animation generation technology,and it is widely used in virtual reality education games and virtual education software.The skinned mesh animation can help people develop more realistic education game.There are many factors that can affect reality of skinned mesh animation,and in this paper,we have researched on the reality sense of deformation and light,and the concrete research content includes the skinned mesh animation being generated automatically,grid deformation being driven by skeleton and realistic lighting being calculated.1.Skinned mesh animation being generated automatically.Given a three-dimensional grid model,the skeleton conform to the mesh topology is embedded in grid model according to the geometrical characteristic of the grid model.And then we use heat diffusion method or bone projection method to calculate weight of the mesh vertices.We obtain movement data of every bone,and then we use linear blend skinning(LBS)algorithm to compute the deformation of grid model.At last,we achieve the effect of light map.2.The analysis and implementation of the algorithm used in deformation driven by skeleton.Real-time grid deformation technology mainly includes geometry skinning deformation,example-based skinning deformation,physical-based skinning deformation,implicit-based skinning,and position-based skinning etc.Based on the algorithm of geometry skinning,we introduce an algorithm that can improve the dual-quaternion skinning(DQS)deformation.The method firstly calculates the distance from vertices to its nearest bone,at key frame time then computes the distance from vertices to its nearest bone again and compares two distance and scales the distance from vertices to its nearest bone to eliminate the bulging problem of dual-quaternion skinning.3.Realistic lighting calculation.In order to reduce the complexity and meet needs of real-time and efficient rendering,the large education video game engines have currently adopted standard estimation method of linear blend skinning to calculate the light of skinned models,which can cause lighting calculation error and affect graphical perception.So,in this paper,we propose a light calculation method suitable for Linear Blend Skinning animation.The method calculates the Jacobi matrix of the local deformation formula of vertices,then averages the weight gradient and calculates normal via reducing algorithm complexity.The last step is to color on skinned models with the dot product of bump mapping lighting model.The experiment results show that the method can make the animation achieve realistic lighting effects and overcome the unstable problem of numerical transformation.Moreover,we also propose an adaptive method of light computing for DQS animation.The method firstly divides vertexes of mesh models into three regions that include joint region,rigid not in joint region and flexible not in joint region,then corrects the normal near joint region and calculates the normal of flexible area not in joints using the accurate method.At last,we improve the numerical stability by reducing the computation complexity.The experiment results show that the method can reduce the lighting error of joints areas and flexible but not in joints areas,which can make the DQS animation applied in large real-time education simulation application achieve higher quality of lighting effect.
Keywords/Search Tags:Skinned mesh animation, sense of reality, mesh deformation, normal, light calculation, 3D computer animation
PDF Full Text Request
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