A New Hybrid Approach to the Animation of Complex Character Interactions in Games

Denis Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos
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Abstract

In this paper we discuss a set of well established problems in computer animation and computer games that are difficult to solve using currently available methods. Our approach is based on the idea of hybrid modelling that allows us to combine animated polygonal meshes with function representation (FRep) models. Such a hybrid model consists of an animated polygonal mesh and an approximation of this mesh by an FRep stand-in. The two models can be combined using one of the proposed methods. The motions of both dynamic objects are synchronised through the underlying skeleton used for the definition of the animation. Our method allows us to model interactions between the animated characters and viscoelastic substances with arbitrary time-dependent topology, as well as to model partial or full metamorphosis of animated characters with specified Level of Detail (LOD). Our hybrid modelling technique can be integrated into existing pipelines in an artist-friendly manner. A straightforward implementation of our approach on the GPU makes it attractive to use in real-time applications.
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游戏中复杂角色交互动画的新混合方法
在本文中,我们讨论了一组在电脑动画和电脑游戏中很难用现有方法解决的问题。我们的方法是基于混合建模的思想,它允许我们将动画多边形网格与函数表示(FRep)模型结合起来。这种混合模型由一个动画多边形网格和一个FRep替身的近似网格组成。这两个模型可以使用其中一种方法进行组合。两个动态对象的运动通过用于动画定义的底层骨架同步。我们的方法允许我们用任意时间相关的拓扑来模拟动画角色和粘弹性物质之间的相互作用,以及用指定的细节水平(LOD)来模拟动画角色的部分或全部变形。我们的混合建模技术可以以艺术家友好的方式集成到现有的管道中。我们的方法在GPU上的直接实现使其在实时应用程序中具有吸引力。
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