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New developments in animation production for video games (panel session) 电子游戏动画制作的新进展(小组讨论)
J. Veeder, Paul D. Lewis, Bob Zigado, Robert Stein, C. Upson
The booming videogame industry is currently making a dramatic move from modest, low end production techniques to state-of-the-art computer animation frontiers such as 3D character animation. Video games is driving the development of new animation techniques such as motion capture and adapting cinematic production techniques as Hollywood and Silicon Valley merge. Through presentations and demonstrations by the midwives of these dramatic developments, animators, producers, and directors will gain practical insight about the special demands of videogames animation and how new production techniques are being developed and adapted. Description Interactive entertainment overall is a rapidly expanding area with a great requirement for creative intervention and sophisticated computer graphics: a good target for SIGGRAPH conference focus. Videogame development is the largest and most established component of the interactive entertainment field. The videogame industry has only very recently come into focus for many people in the computer graphics field and has certainly not figured much at all in SIGGRAPH venues and events. Yet, this industry is driving much of the technology development in computer animation. The production segment of the SIGGRAPH audience will benefit from information about new animation production techniques being applied to this large job market. Why this special panel focusing on videogames and not just generic production show-and-tell on these topics? Because a) the application of existing techniques in videogames development requires major adaptations and b) videogames are driving the development of many new techniques and technologies. Video game production has all the complexity of linear-media animation production, but the animation must then interface with interactive software and be displayed in real-time on low cost platform hardware. Non-linear content presents different challenges than linear content. Platform hardware, whether arcade, consumer cartridge, or PC/ CDR OM, changes regularly and frequently. All these factors introduce additional and demanding requirements to animation design and execution which must be discussed within the context of videogame animation production to be understood. Here are some of the primary topics to be considered: 3D Graphics, 3D Character Animation, and Motion Capture Video game development is moving quickly from exclusively 2D into 3D computer graphics, from low-end to high end technologies, and from proprietary to production standard software. Low-end and limited only a couple of years ago, the videogames industry is emerging as a primary developer and user of motion capture and 3D character animation, both state-of-the-art computer animation techniques. Evolution of Production Techniques and Animator Roles How exactly were videogame graphics designed and produced in the past? As we work to define and master new production techniques and adapt them to videogames, how does the role of the
蓬勃发展的电子游戏产业目前正从中等、低端的制作技术向最先进的计算机动画前沿(如3D角色动画)进行戏剧性的转变。随着好莱坞和硅谷的融合,电子游戏正在推动新的动画技术的发展,如动作捕捉和改编电影制作技术。通过这些戏剧性发展的助产士的演讲和演示,动画师,制作人和导演将获得关于电子游戏动画的特殊需求以及如何开发和适应新的制作技术的实际见解。总的来说,互动娱乐是一个迅速发展的领域,对创造性干预和复杂的计算机图形学有很大的要求:这是SIGGRAPH会议关注的一个很好的目标。电子游戏开发是互动娱乐领域中规模最大、最成熟的组成部分。电子游戏产业直到最近才成为计算机图形领域许多人关注的焦点,当然在SIGGRAPH的会场和活动中也没有得到太多关注。然而,这个行业正在推动计算机动画技术的发展。SIGGRAPH观众的制作部分将受益于有关应用于这个庞大就业市场的新动画制作技术的信息。为什么这个特别的小组关注的是电子游戏,而不仅仅是关于这些主题的一般制作展示?因为a)在电子游戏开发中应用现有技术需要进行重大调整,b)电子游戏正在推动许多新技术和技术的发展。电子游戏制作具有线性媒体动画制作的所有复杂性,但动画必须与交互式软件交互,并在低成本的平台硬件上实时显示。非线性内容呈现出与线性内容不同的挑战。平台硬件,无论是街机、消费卡带还是PC/ CDR OM,都经常发生变化。所有这些因素都为动画设计和执行带来了额外和苛刻的要求,必须在电子游戏动画制作的背景下进行讨论才能理解。电子游戏开发正在迅速地从专门的2D计算机图形转变为3D计算机图形,从低端技术转变为高端技术,从专有软件转变为生产标准软件。几年前,电子游戏行业还处于低端且受限制状态,如今它正成为动作捕捉和3D角色动画的主要开发者和用户,这两种技术都是最先进的计算机动画技术。过去的电子游戏图像是如何设计和制作的?当我们努力定义和掌握新的制作技术并将其应用于电子游戏时,动画师的角色会发生怎样的变化?受市场规模和数据压缩技术进步的启发,好莱坞将电子游戏作为另一个发行领域,现在,电影制作技术也被应用于电子游戏开发。互动娱乐媒体创作的需求和日益激烈的市场竞争正在刺激游戏设计师和动画师的工作方式创新。与上世纪80年代用户界面工具包和管理系统的出现类似,数字媒体开发正步入一个高层次创作环境、复杂资产管理和游戏原型环境的时代。Paul D. Lewis:将高端计算机特效制作技术应用到电子游戏中我们目前的电子游戏项目拥有高端电影特效设备的所有内容开发复杂性,并且时间表大大减少,并且需要与实时显示的交互软件进行交互。我演讲的主题将是结合这些领域的问题和机遇。电子游戏的开发过程与传统特效的开发过程在很多方面都是不同的,比较两者是有启发意义的。传统媒体(如电影)的发展过程反映了由此产生的线性产品。同样地,电子游戏开发过程也反映了动态的、非线性的、交互式的最终产品。在电影中,你制定了一个你想要的计划,并将其付诸实践,但在投币电子游戏开发中,有人(市场)正在挖掘一个不断改变深度和方向的沟渠。电影的目标是向被动的观众呈现经过精心调整的产品。观众的反应可能各不相同,但这部电影是可以预测的。电子游戏的角色会根据玩家的参与而改变。 游戏内容开发不仅需要为一条路径制作图像,还需要为所有可能的路径以及如何在它们之间任意平滑地过渡而制作图像。相对而言,电影的内容开发过程已经被很好地理解和确立,而游戏的形式和互动,更不用说制作技术和平台能力,可能会随着每一款新产品而改变。内容量和时间表是其他方面的对比。电影动作序列可能有30个特效镜头,而典型的格斗游戏则有1200-1500个动作或镜头。电影制作从概念到交付可能需要4年或更长时间,而游戏开发周期需要16个月或更短的时间才能达到成本效益,并与用户趋势保持一致。尽管电影特效和电子游戏图像制作是不同的,但“互动娱乐”领域不断扩大的主要挑战之一是成功地将它们结合起来。有很多激励因素。电子游戏受到电影和电视观众对照片写实主义、角色表现力和整体图像复杂性的期望的影响。生产和交付技术以及专业知识现在在所有这些线性和非线性领域自由迁移,以响应市场机会。我们开始将最先进的动画技术应用到电子游戏项目中,却发现它需要进一步扩展和扩展才能满足我们的要求。一些需求是在共享数据库和工作实践、计算机支持的协作工作、并行分布式处理、原型管道、生产跟踪和资产管理领域。
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引用次数: 0
Multi-level direction of autonomous creatures for real-time virtual environments 实时虚拟环境中自主生物的多级定向
B. Blumberg, Tinsley A. Galyean
There have been several recent efforts to build behavior-based autonomous creatures. While competent autonomous action is highly desirable, there is an important need to integrate autonomy with “directability”. In this paper we discuss the problem of building autonomous animated creatures for interactive virtual environments which are also capable of being directed at multiple levels. We present an approach to control which allows an external entity to “direct” an autonomous creature at the motivational level, the task level, and the direct motor level. We also detail a layered architecture and a general behavioral model for perception and action-selection which incorporates explicit support for multi-level direction. These ideas have been implemented and used to develop several autonomous animated creatures.
最近有几项研究试图构建基于行为的自主生物。虽然有能力的自主行动是非常可取的,但重要的是需要将自主与“可指向性”结合起来。在本文中,我们讨论了在交互式虚拟环境中建立自主动画生物的问题,这些生物也能够在多个层次上被引导。我们提出了一种控制方法,允许外部实体在动机水平、任务水平和直接运动水平上“指导”自主生物。我们还详细介绍了用于感知和行动选择的分层架构和一般行为模型,该模型包含对多级方向的明确支持。这些想法已经被实现并用于开发几个自主动画生物。
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引用次数: 478
Polygonization of non-manifold implicit surfaces 非流形隐曲面的多边形化
J. Bloomenthal, K. Ferguson
A method is presented to broaden implicit surface modeling. The implicit surfaces usually employed in computer graphics are two dimensional manifolds because they are defined by real-valued functions that impose a binary regionalization of space (i.e., an inside and an outside). When tiled, these surfaces yield edges of degree two. The new method allows the definition of implicit surfaces with boundaries (i.e., edges of degree one) and intersections (i.e., edges of degree three or more). These non-manifold implicit surfaces are defined by a multiple regionalization of space. The definition includes a list of those pairs of regions whose separating surface is of interest. Also presented is an implementation that converts a nonmanifold implicit surface definition into a collection of polygons. Although following conventional implicit surface polygonization, there are significant differences that are described in detail. Several example surfaces are defined and polygonized. CR
提出了一种扩展隐式曲面建模的方法。计算机图形学中通常使用的隐式曲面是二维流形,因为它们是由实值函数定义的,这些实值函数施加了空间的二元区域化(即,一个内部和一个外部)。当平铺时,这些表面产生二级边缘。新方法允许定义具有边界(即一次边缘)和相交(即三次或更多次边缘)的隐式曲面。这些非流形隐式曲面由空间的多重区域化定义。这个定义包含了一个区域对的列表,这些区域的分离表面是我们感兴趣的。同时给出了一个将非流形隐式曲面定义转换为多边形集合的实现。虽然遵循传统的隐式表面多边形化,但存在着详细描述的显著差异。几个例子表面被定义和多边形化。CR
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引用次数: 96
Analytic antialiasing with prism splines 棱镜样条解析抗混叠
M. McCool
The theory of the multivariate polyhedral splines is applied to analytic antialiasing: a triangular simplex spline is used to represent surface intensity, while a box spline is used as a filter. Their continuous convolution is a prism spline that can be evaluated exactly via recurrence. Evaluation performance can be maximized by exploiting the properties of the prism spline and its relationship to the sampling grid. After sampling, digital signal processing can be used to evaluate exactly and efficiently the sampled result of any analytic spline filter in the span of the box spline basis used as the original analytic filter.
将多元多面体样条理论应用于解析抗混叠:用三角形单纯样条表示表面强度,用框样条作为滤波器。它们的连续卷积是一个棱镜样条,可以通过递归精确地求值。通过利用棱镜样条的特性及其与采样网格的关系,可以最大限度地提高评估性能。采样后,数字信号处理可以准确有效地评估作为原始分析滤波器的盒样条基跨度内任意解析样条滤波器的采样结果。
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引用次数: 33
Interactive multimedia (panel session): a new creative frontier or just a new commodity? 互动多媒体(小组讨论):一个新的创意前沿还是仅仅是一种新商品?
Ruth E. Iskin, M. Halpin, Michael Nash, G. Legrady, R. Greenblat
The last one hundred and fifty years have generated an avalanche of visual technologies through which an ever expanding visual culture has been marketed to mass audiences. From the invention of photography in 1839 to film in the 1890's and the marketing of television in the 1940's-50's, our steady diet of images has increased our voracious appetite by quantum leaps. In the 1990's we are faced with another invention of great potential, much hype and as yet unforseen repercussions-interactive multimedia. "Employing these new media requires inventiveness as well as overcoming the double jeopardy of techno-phobias and the strictures of a paper/print design mentality; it calls upon practitioners operating in a new electronic paradigm whose parameters are still forming to recreate the roles of designer, artist and entertainer .. " It remains to be seen to what extent this new communication commodity truly represents a new artistic frontier. A multi-sensory dynamic form of communication, multimedia enables a new unprecedented level of intermediality between the previously relatively separate forms of writing, voice, music, still images, motion pictures and video. It promises innovative intermedia relationships between these in non-linear, user-driven options incorporating the interactive game format along with more passive reception and unlimited playback options. To be sure, it recycles older communication products from photography, film and books to museum art collections. Is multimedia as yet more than the sum of its recycled parts? Michael Nash states that "The promise of the new media lies in its ability to intertextualize the elements that constitute our tele-visual systems of meaning with a depth and richness that will enable artists to more fully mirror the activities of consciousness, and to engineer new dialogues between its reflection and articulation, between reading and writing." Interactive multimedia are a genre of culture commodities that stimulate consumer interest with the promise of repeated and engaged usage. Yet "the significance of interactivity extends far beyond an emergence of a more enticing set of commodities, though that they certainly are. Interactivity is also not reducible to a new art genre, though that too, it certainly is becoming. Rather, we intuit interactivity as a fundamental change in socialized patterns of intersubjectivity, forms of knowledge and communication and relationship to objects. In the process, notions of self, agency, art and commodity are reconfigured ... lt should come as no surprise then that art... is claiming interactivity as its arena along-side with inert objecthood." Artists and users/consumers alike have a heightened sense that multimedia plays a crucial role in the tidal wave of changes sweeping the late twentieth century world of communications. The questions that arise are vast. This panel will begin to tackle some of them. Panel Goals and Issues This roundtable of artists and producers sha
过去的150年产生了大量的视觉技术,通过这些技术,不断扩大的视觉文化已经被推销给了大众。从1839年摄影术的发明,到19世纪90年代的电影,再到20世纪40 -50年代的电视营销,我们对图像的稳定摄食使我们贪婪的胃口突飞猛进。在20世纪90年代,我们面临着另一项极具潜力的发明,它被大肆宣传,并产生了尚未预料到的影响——交互式多媒体。“使用这些新媒体需要创造力,同时还要克服技术恐惧症和纸质设计思维的双重危险;它要求从业者在一个新的电子范式中操作,其参数仍在形成,以重新创造设计师,艺术家和艺人的角色……”这种新的交流商品在多大程度上真正代表了一种新的艺术前沿,还有待观察。多媒体是一种多感官的动态交流形式,它使以前相对独立的文字、声音、音乐、静止图像、电影和视频之间的中间性达到了前所未有的新水平。它承诺在非线性、用户驱动的选项中结合互动游戏格式,以及更被动的接收和无限的播放选项,在这些之间建立创新的媒介关系。可以肯定的是,它回收了从摄影、电影、书籍到博物馆艺术收藏的旧通讯产品。多媒体是否已经超过了其回收部分的总和?迈克尔·纳什(Michael Nash)说:“新媒体的前景在于,它能够将构成我们的电视意义系统的元素以深度和丰富性互文化,这将使艺术家能够更全面地反映意识活动,并在其反映与表达、阅读与写作之间设计新的对话。”交互式多媒体是一种文化商品,它通过重复和参与使用的承诺来激发消费者的兴趣。然而,“互动性的重要性远远超出了一套更吸引人的商品的出现,尽管它们确实如此。互动性也不能简化为一种新的艺术类型,尽管它确实正在成为一种新的艺术类型。更确切地说,我们直觉地认为互动性是主体间性、知识和交流形式以及与对象关系的社会化模式的根本变化。在这个过程中,自我、代理、艺术和商品的概念被重新配置……那么,艺术……声称互动性是它的舞台,与惰性客体并列。”艺术家和用户/消费者都强烈地意识到,多媒体在席卷20世纪末通信世界的变革浪潮中起着至关重要的作用。由此产生的问题是巨大的。本小组将开始解决其中的一些问题。本次圆桌会议上,艺术家和制作人分享了他们最近工作的简短片段,并讨论了一系列问题:是什么促成了成功的互动性和多感官交流?为大众市场制作多媒体的高潮与低谷:艺术创新能否在竞争激烈的市场、企业氛围和以底线为导向的商业计划中蓬勃发展?我们进入的是文艺复兴时期还是电子血汗工厂?数字现金对于艺术家的网络发行有什么潜力?向多媒体公司出售创意作品的现实是什么?艺术家的权利和版权是如何受到影响的?
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引用次数: 0
Correction of geometric perceptual distortions in pictures 图像几何感知畸变的校正
D. Zorin, A. Barr
We suggest an approach for correcting several types of perceived geometric distortions in computer-generated and photographic images. The approach is based on a mathematical formalization of desirable properties of pictures. We provide a review of perception of pictures and identify perceptually important geometric properties of images. From a small set of simple assumptions we obtain perceptually preferable projections of three-dimensional space into the plane and show that these projections can be decomposed into a perspective or parallel projection followed by a planar transformation. The decomposition is easily implemented and provides a convenient framework for further analysis of the image mapping. We prove that two perceptually important properties are incompatible and cannot be satisfied simultaneously. It is impossible to construct a projection such that the images of all lines are straight and the images of all spheres are exact circles. Perceptually preferable tradeoffs between these two types of distortions can depend on the content of the picture. We construct parametric families of projections with parameters representing the relative importance of the perceptual characteristics. By adjusting the settings of the parameters we can minimize the overall distortion of the picture. It turns out that a simple family of transformations produces results that are sufficiently close to optimal. We implement the proposed transformations and apply them to computer-generated and photographic perspective projection images. Our transformations can considerably reduce distortion in wide-angle motion pictures and computer-generated animations.
我们提出了一种方法来纠正几种类型的感知几何扭曲在计算机生成和摄影图像。该方法是基于图像理想属性的数学形式化。我们提供了对图像感知的回顾,并识别图像感知上重要的几何属性。从一组简单的假设中,我们获得了三维空间在平面上的直观投影,并表明这些投影可以分解为一个透视或平行投影,然后进行平面变换。分解很容易实现,并为进一步分析图像映射提供了方便的框架。我们证明了两个重要的知觉性质是不相容的,不能同时满足。不可能构造一个投影,使所有直线的像都是直线,所有球体的像都是正圆。在这两种类型的扭曲之间,感知上更可取的权衡取决于图片的内容。我们用表示感知特征的相对重要性的参数来构造参数族的投影。通过调整参数的设置,我们可以尽量减少画面的整体失真。事实证明,一组简单的变换可以产生足够接近最优的结果。我们实现了所提出的转换,并将其应用于计算机生成和摄影透视投影图像。我们的变换可以大大减少广角电影和计算机生成动画的失真。
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引用次数: 125
Performing work within virtual environments (panel session) 在虚拟环境中执行工作(小组会议)
H. Sowizral, I. Angus, S. Bryson, Stefan Haas, M. Mine, R. Pausch
Ian G. Angus Boeing Information and Support Services VR will remain inferior to the desktop as a serious work environment until users of VR can access the same data as available on the desktop. VR promises users the ability to visualize and manipulate data in ways different or even more natural than possible on a flat screen display. However, unless users have access to all the data they need to make intelligent decisions, VR interfaces will only provide a partial solution, one that may in the end hamper rather than enhance users' ability to perform work. The design and analysis process needs more information than just geometry. Design engineers need to access information such as text descriptions and 2D schematic graphics, and even programmatic information such as machine checkable design rules. Without access to such mundane information sources, a designer may find it difficult to perform a required task within VR. Realistically, VR will not replace the workstation in the immediate future. Most VR users and especially those located in a design setting will spend a limited amount of time per day, perhaps only a few tens of minutes, in a VR environment. Most of the time these users will use a flat screen application to access the data they need. Requiring a whole new mode of data access just for use within the VR environment does not make sense, especially if the data more naturally fits within a flat screen paradigm. We believe that one of the crucial challenges for virtual environments is allowing immersed users to access and manipulate all of their non-geometric data in a familiar manner. To meet this challenge, we have a developed a mechanism for inserting new and even some existing flat screen applications into virtual environments. We display their window on a "virtual clipboard." Users hold the clipboard in their hand and control the application by any of several mechanisms, for example, by touching the application's virtual screen. To demonstrate the effectiveness of this capability we inserted the familiar "Mosaic" browser into our VR environment. Users can now access the entire World Wide Web from within VR in the same way as on they do from the desktop. The virtual clipboard can also allow users to control the virtual environment's parameters, parameters not easily changed using physical metaphors, such as a user's location within the environment. While not a complete solution to the problems of performing work in a virtual environment, we believe the virtual clipboard or tools similar to it will provide critical support to future users of virtual environments.
在VR用户能够访问与桌面相同的数据之前,作为一个严肃的工作环境,VR仍然不如桌面。VR承诺用户能够以不同的方式可视化和操作数据,甚至比在平面屏幕上更自然。然而,除非用户能够获得他们做出明智决策所需的所有数据,否则VR接口只能提供部分解决方案,最终可能会阻碍而不是增强用户执行工作的能力。设计和分析过程需要的不仅仅是几何信息。设计工程师需要访问诸如文本描述和2D原理图之类的信息,甚至是诸如机器可检查设计规则之类的编程信息。如果不能访问这些平凡的信息源,设计师可能会发现很难在VR中执行所需的任务。实际上,VR不会在不久的将来取代工作站。大多数VR用户,尤其是那些处于设计环境中的用户,每天在VR环境中花费的时间有限,可能只有几十分钟。大多数情况下,这些用户将使用平面屏幕应用程序来访问他们需要的数据。要求在VR环境中使用一种全新的数据访问模式是没有意义的,特别是如果数据更自然地适合平面屏幕范例。我们认为,虚拟环境的关键挑战之一是允许沉浸式用户以熟悉的方式访问和操作所有非几何数据。为了应对这一挑战,我们开发了一种机制,用于将新的甚至一些现有的平面屏幕应用程序插入虚拟环境。我们把他们的窗口显示在一个“虚拟剪贴板”上。用户将剪贴板握在手中,并通过多种机制控制应用程序,例如,通过触摸应用程序的虚拟屏幕。为了证明这种功能的有效性,我们将熟悉的“马赛克”浏览器插入到我们的VR环境中。用户现在可以在VR中访问整个万维网,就像他们在桌面上一样。虚拟剪贴板还允许用户控制虚拟环境的参数,这些参数不容易使用物理隐喻来更改,例如用户在环境中的位置。虽然不能完全解决在虚拟环境中执行工作的问题,但我们相信虚拟剪贴板或类似的工具将为虚拟环境的未来用户提供关键的支持。
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引用次数: 4
Visualizing the Internet (panel session): putting the user in the driver's seat
N. Gershon, B. Ferren, J. Foley, J. Hardin, F. Kappe, William A. Ruh
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引用次数: 1
A signal processing approach to fair surface design 一种用于表面设计的信号处理方法
G. Taubin
In this paper we describe a new tool for interactive free-form fair surface design. By generalizing classical discrete Fourier analysis to two-dimensional discrete surface signals - functions defined on polyhedral surfaces of arbitrary topology -, we reduce the problem of surface smoothing, or fairing, to low-pass filtering. We describe a very simple surface signal low-pass filter algorithm that applies to surfaces of arbitrary topology. As opposed to other existing optimization-based fairing methods, which are computationally more expensive, this is a linear time and space complexity algorithm. With this algorithm, fairing very large surfaces, such as those obtained from volumetric medical data, becomes affordable. By combining this algorithm with surface subdivision methods we obtain a very effective fair surface design technique. We then extend the analysis, and modify the algorithm accordingly, to accommodate different types of constraints. Some constraints can be imposed without any modification of the algorithm, while others require the solution of a small associated linear system of equations. In particular, vertex location constraints, vertex normal constraints, and surface normal discontinuities across curves embedded in the surface, can be imposed with this technique.
本文描述了一种用于交互式自由曲面设计的新工具。通过将经典的离散傅立叶分析推广到二维离散表面信号(定义在任意拓扑多面体表面上的函数),我们将表面平滑或整流问题简化为低通滤波。我们描述了一个非常简单的表面信号低通滤波算法,适用于任意拓扑的表面。与其他现有的基于优化的整流方法相比,这是一种线性的时间和空间复杂度算法,计算成本更高。有了这个算法,对非常大的表面进行整流罩,比如从体积医学数据中获得的表面,变得负担得起。将该算法与曲面细分方法相结合,得到了一种非常有效的曲面设计方法。然后我们扩展分析,并相应地修改算法,以适应不同类型的约束。有些约束可以在不修改算法的情况下施加,而另一些约束则需要求解一个小的相关线性方程组。特别是,顶点位置约束、顶点法线约束和曲面法线不连续可以通过该技术施加。
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引用次数: 2102
Motion signal processing 运动信号处理
Armin Bruderlin, Lance Williams
Techniques from the image and signal processing domain can be successfully applied to designing, modifying, and adapting animated motion. For this purpose, we introduce multiresolution motion filtering, multitarget motion interpolation with dynamic timewarping, waveshaping and motion displacement mapping. The techniques are well-suited for reuse and adaptation of existing motion data such as joint angles, joint coordinates or higher level motion parameters of articulated figures with many degrees of freedom. Existing motions can be modified and combined interactively and at a higher level of abstraction than conventional systems support. This general approach is thus complementary to keyframing, motion capture, and procedural animation.
图像和信号处理领域的技术可以成功地应用于动画运动的设计、修改和改编。为此,我们引入了多分辨率运动滤波、多目标运动插值与动态时间翘曲、波形整形和运动位移映射。该技术非常适合重用和适应现有的运动数据,如关节角度、关节坐标或具有多个自由度的铰接图形的更高级别的运动参数。与传统系统支持相比,现有的运动可以在更高的抽象层次上进行交互修改和组合。因此,这种通用方法是对关键帧、动作捕捉和程序动画的补充。
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引用次数: 812
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Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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