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引用次数: 2

摘要

手动在计算机动画对象上放置羽毛是一项繁琐的任务,包括对齐羽毛,确保它们不会相互干扰或穿透表面,变形每根羽毛以匹配局部表面特征,并确保在底层对象动画时羽毛涂层是一致的。我们提出了一种在物体上产生羽毛外套的技术。羽毛的方向是指定快速和容易,羽毛变形,同时确保防止碰撞,并可以动画的外套。我们在物体周围的空间中创建一个矢量场,并使羽毛变形以与场线对齐。磁场线的不相交特性确保避免了羽毛相交。我们给出了一个合适的矢量场的公式,并证明了它能够产生真实的羽毛外套。该过程可以很容易地集成到标准建模和动画过程的工作流程中。我们展示了羽毛外套在一系列对象上创建的例子,证明了基于场线的羽毛外套的放置为羽毛建模和动画提供了所需的功能。
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Animated feather coats using field lines
The tedious task of manually placing feathers on computer animated objects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underlying object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be animated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection property of the field lines ensures that feather intersections are avoided. We provide a formulation of a suitable vector field and demonstrate that it is capable of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
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