CN107392985B - Motion-controllable shape interpolation method - Google Patents
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Abstract
本发明公开了一种运动可控的形状插值方法,本发明给定一个源形状和一个目标形状,使用基于三角化的形状插值方法生成初始的形状过渡序列,用户在源形状上定义一个局部或者全局骨架,自动为中间过渡形状和目标形状派生出对应的骨架位置,用户在任一过渡形状上编辑骨架,算法自动把骨架变化作用到整个过渡序列,从而生成出所需的运动动态。本发明提供了一种简单直观的运动姿态控制方法,允许用户通过简单的骨架操作,来编辑整个形状过渡序列中的运动姿态,从而生成出更加逼真生动的动画序列。
The invention discloses a motion-controllable shape interpolation method. The invention gives a source shape and a target shape, and uses a shape interpolation method based on triangulation to generate an initial shape transition sequence. The user defines a local or The global skeleton automatically derives the corresponding skeleton position for the intermediate transition shape and the target shape. The user edits the skeleton on any transition shape, and the algorithm automatically applies the skeleton change to the entire transition sequence to generate the required motion dynamics. The invention provides a simple and intuitive motion gesture control method, which allows the user to edit the motion gestures in the entire shape transition sequence through simple skeleton operations, thereby generating a more realistic and vivid animation sequence.
Description
技术领域technical field
本发明涉及二维角色动画技术领域,尤其是涉及一种运动可控的形状插值方法。The invention relates to the technical field of two-dimensional character animation, in particular to a motion-controllable shape interpolation method.
背景技术Background technique
在政府的大力支持下,国内动漫产业近年来发展迅速,动漫产量亦大幅提升。然而,通过传统的手绘方式制作二维动画需要大量时间以及高额制作成本。国内外研发了许多二维商业动画软件,例如Adobe Flash、Toon Boom Studio等,以辅助二维动画制作。这些商业软件主要实现了所谓的“无纸卡通”功能,即把传统的动画师纸上绘画转为让动画师通过数位板在计算机上绘画,以方便素材的编辑和管理。但是,动画师仍需要一帧一帧地绘制二维动画序列,工作量仍然非常巨大。With the strong support of the government, the domestic animation industry has developed rapidly in recent years, and the output of animation has also increased significantly. However, making 2D animations by traditional hand-drawn methods requires a lot of time and high production costs. Many 2D commercial animation software has been developed at home and abroad, such as Adobe Flash, Toon Boom Studio, etc., to assist 2D animation production. These commercial software mainly realize the so-called "paperless cartoon" function, that is, the traditional animator's drawing on paper is converted into allowing the animator to draw on the computer through a digital tablet, so as to facilitate the editing and management of materials. However, animators still need to draw 2D animation sequences frame by frame, and the workload is still huge.
二维形状渐变是计算机动画领域中的一项重要技术,能够光滑地过渡一个形状到另一个形状。给定两个包含二维矢量形状的关键帧,通过过渡一个关键帧中的形状到另一个关键帧中的形状,可以自动生成关键帧之间的动画序列。因此,二维形状渐变技术被广泛应用于二维关键帧动画系统中。在实际使用中,动画师常常希望调整动画序列中的运动动态,以产生更加生动逼真的动画序列。因此,需要在形状渐变过程中提供一种简单直观的运动动态控制方法。Two-dimensional shape gradients are an important technique in the field of computer animation, enabling smooth transitions from one shape to another. Given two keyframes containing 2D vector shapes, an animation sequence between keyframes can be automatically generated by transitioning the shape in one keyframe to the shape in the other keyframe. Therefore, 2D shape gradient technology is widely used in 2D keyframe animation systems. In practical use, animators often wish to adjust the motion dynamics in an animation sequence to produce a more vivid and realistic animation sequence. Therefore, it is necessary to provide a simple and intuitive motion dynamic control method in the shape gradient process.
发明内容SUMMARY OF THE INVENTION
本发明的发明目的是为了克服现有技术中的二维绘制工作量大的不足,提供了一种运动可控的形状插值方法。The purpose of the present invention is to provide a motion-controllable shape interpolation method in order to overcome the problem of large workload of two-dimensional rendering in the prior art.
为了实现上述目的,本发明采用以下技术方案:In order to achieve the above object, the present invention adopts the following technical solutions:
一种运动可控的形状插值方法,其特征是,包括如下步骤:A motion-controllable shape interpolation method, characterized in that it includes the following steps:
(1-1)源形状和目标形状的同构三角化生成(1-1) Isomorphic triangulation generation of source shape and target shape
给定一个源形状和一个目标形状,用户在源形状和目标形状上分别放置多边形边界,使用同构三角形算法为源形状和目标形状生成一对同构三角化,所述同构三角化包含源三角形网格和目标三角形网格,三角形网格和目标三角形网格的顶点一一对应,且具有相同的连接边结构中;Given a source shape and a target shape, the user places polygon boundaries on the source and target shapes, respectively, using the isomorphic triangle algorithm to generate a pair of isomorphic triangulations for the source and target shapes that contain the source The triangle mesh and the target triangle mesh, and the vertices of the triangle mesh and the target triangle mesh correspond one-to-one, and have the same connecting edge structure;
其中,源三角形网格覆盖了源形状,目标三角形网格覆盖了目标形状,因此源形状可以作为源三角形网格的纹理,目标形状可以作为目标三角形网格的纹理。Among them, the source triangle mesh covers the source shape, and the target triangle mesh covers the target shape, so the source shape can be used as the texture of the source triangle mesh, and the target shape can be used as the texture of the target triangle mesh.
(1-2)基于圆盘的近似刚性插值方法;(1-2) Approximate rigid interpolation method based on disk;
(1-3)运动可控的形状过渡(1-3) Motion controllable shape transition
首先,用户在源形状上定义一个局部或者全局骨架,骨架上的每个点均落在源三角形网格的一个三角形中;根据源三角形网格和目标过渡三角形网格序列之间的三角形一一对应关系,使用重心映射,为过渡三角形网格和目标三角形网格派生出对应的骨架位置;First, the user defines a local or global skeleton on the source shape, each point on the skeleton falls within a triangle of the source triangle mesh; one by one according to the triangles between the source triangle mesh and the target transition triangle mesh sequence Correspondence, using barycentric mapping to derive the corresponding skeleton positions for the transition triangle mesh and the target triangle mesh;
用户编辑任一插值时刻t对应的过渡三角形网格上的骨架,t∈(0,1),产生出新骨架姿势,设定被编辑过的骨架为“控制骨架”;通过双层传播机制,将控制骨架上的编辑效果传递到整个形状插值序列,产生所需的运动动态。The user edits the skeleton on the transition triangle mesh corresponding to any interpolation time t, t∈(0, 1), to generate a new skeleton pose, and set the edited skeleton as the "control skeleton"; through the double-layer propagation mechanism, Pass the editing effects on the control armature to the entire shape interpolation sequence, producing the desired motion dynamics.
本发明是一种运动可控的形状插值方法。相比于已有的形状插值方法,本发明提供了一种简单直观的运动姿态控制方法,允许用户通过简单的骨架操作,来编辑整个形状过渡序列中的运动姿态,从而生成出更加逼真生动的动画序列。The present invention is a motion-controllable shape interpolation method. Compared with the existing shape interpolation method, the present invention provides a simple and intuitive motion gesture control method, allowing users to edit the motion gestures in the entire shape transition sequence through simple skeleton operations, thereby generating a more realistic and vivid image. animation sequence.
作为优选,步骤(1-2)包括如下步骤:As preferably, step (1-2) comprises the steps:
(1-2-1)设{pi}为源三角形网格中顶点的集合,{qi}为目标三角形网格中顶点的集合;其中,每个源顶点pi与目标顶点qi对应,对源三角形网格中的每个源顶点pi,得到其环邻域中的各个邻居顶点,各个邻居顶点形成局部顶点集合,称局部顶点集合为圆盘Pi;(1-2-1) Let { pi } be the set of vertices in the source triangle mesh, and {q i } be the set of vertices in the target triangle mesh; wherein, each source vertex p i corresponds to the target vertex qi , for each source vertex pi in the source triangle mesh , obtain each neighbor vertex in its ring neighborhood, each neighbor vertex forms a local vertex set, and the local vertex set is called a disk Pi ;
(1-2-2)对于目标三角形网格中的每个源顶点qi,得到其环邻域中的各个邻居顶点,各个邻居顶点形成局部顶点集合,称局部顶点集合为圆盘Qi;( 1-2-2 ) For each source vertex qi in the target triangular mesh, obtain each neighbor vertex in its ring neighborhood, and each neighbor vertex forms a local vertex set, which is called a disk Qi ;
(1-2-3)设pj为圆盘Pi中的一个点,pj在圆盘Qi中的对应点为qj,以pi和qi为旋转中心,定义局部线性变换L(i,j),L(i,j)包括旋转矩阵Rα和缩放分量s;其中,α为向量pj-pi到向量qj-qi的旋转角度,Rα为旋转角度α对应的旋转矩阵,s为向量qj-qi的长度与向量pj-pi的长度的比值;(1-2-3) Let p j be a point in the disk Pi , the corresponding point of p j in the disk Qi is q j , take p i and qi as the rotation centers , define the local linear transformation L (i, j) , L (i, j) includes the rotation matrix R α and the scaling component s; wherein, α is the rotation angle from the vector p j -pi to the vector q j -q i , and R α is the corresponding rotation angle α The rotation matrix of , s is the ratio of the length of the vector q j -q i to the length of the vector p j -pi ;
(1-2-4)利用公式qj-qi=Rα(pj-pi)s将pj变换到qj,在任一插值时刻t,计算并得到向量pj-pi和向量qj-qi的中间过渡向量Rtα(pj-pi)(1-t+ts),Rtα为旋转角度ta对应的旋转矩阵;(1-2-4) Transform p j to q j using the formula q j -q i =R α (p j -pi )s, and at any interpolation time t, calculate and obtain the vector p j -pi and the vector The intermediate transition vector R tα (p j -p i )(1-t+ts) of q j -q i , R tα is the rotation matrix corresponding to the rotation angle ta;
(1-2-5)设定为源三角形网格顶点和目标三角形网格顶点在时刻t的插值位置,通过最小化二次能量函数计算得到中各顶点的位置;中的j是和中的i作用相同的下标,和表示集合中的两个不同顶点;(1-2-5) Setting is the interpolated position of the source triangle mesh vertex and the target triangle mesh vertex at time t, by minimizing the quadratic energy function Calculated the position of each vertex in ; j in is and The i in the function is the same subscript, and Represents a collection two different vertices in ;
(1-2-6)根据得到源三角形网格顶点和目标三角形网格的过渡序列;依次将源形状和目标形状作为纹理贴到过渡序列上并进行线性纹理融合,得到源形状到目标形状的自然过渡动画序列。(1-2-6) According to Obtain the transition sequence of the vertices of the source triangle mesh and the target triangle mesh; paste the source shape and the target shape as textures on the transition sequence and perform linear texture fusion to obtain a natural transition animation sequence from the source shape to the target shape.
作为优选,步骤(1-3)包括如下步骤:As preferably, step (1-3) comprises the steps:
(1-3-1)帧到帧的传播(1-3-1) Frame-to-Frame Propagation
以源形状上的骨架、中间过渡形状上的控制骨架、目标形状上的骨架为关键骨架,插值关键骨架的内在参数(即:骨架中关节段的长度、骨架中关节顶点的角度),得到骨架插值序列;将插值序列中的每个骨架关联到对应的过渡形状。Taking the skeleton on the source shape, the control skeleton on the intermediate transition shape, and the skeleton on the target shape as the key skeleton, interpolate the intrinsic parameters of the key skeleton (ie: the length of the joint segment in the skeleton, the angle of the joint vertex in the skeleton), and get the skeleton Interpolation sequence; associates each armature in the interpolated sequence to the corresponding transition shape.
(1-3-2)骨架到三角形网格的传播(1-3-2) Propagation of skeleton to triangle mesh
任一插值时刻t处的过渡形状关联了两个骨架,一个是由形状过渡序列派生出的骨架S,S描述了插值过程中该过渡形状的姿势,另一个是由用户编辑派生出的骨架S′,S′描述了该过渡形状在新的运动动态中所需的姿势。The transition shape at any interpolation time t is associated with two skeletons, one is the skeleton S derived from the shape transition sequence, S describes the pose of the transition shape during the interpolation process, and the other is the skeleton S derived from user editing ', S' describes the pose required for this transition shape in the new motion dynamics.
设{Jk}和{J′k}分别为骨架S和S′中的关节顶点,通过如下步骤调整过渡形状的姿势,使过渡形状的姿势与骨架S′所描述的所需姿势一致:Let {J k } and {J' k } be the joint vertices in the skeleton S and S' respectively, and adjust the pose of the transition shape through the following steps, so that the pose of the transition shape is consistent with the desired pose described by the skeleton S':
设k1和k2是骨架中的每一条关节段的两个关节顶点,计算向量Jk2-Jk1到向量J′k2-J′k1的旋转角度b,计算向量J′k2-J′k1的长度与向量Jk2-Jk1的长度之间的比值,将比值定义为缩放比例c;Let k 1 and k 2 be the two joint vertices of each joint segment in the skeleton, calculate the rotation angle b from the vector J k2 -J k1 to the vector J' k2 -J' k1 , and calculate the vector J' k2 -J' k1 The ratio between the length of the vector J k2 -J k1 and the length of the vector J k2 -J k1, the ratio is defined as the scaling ratio c;
设与过渡形状对应的过渡三角形网格的顶点位置的集合为每个网格顶点位置以骨架S中的关节顶点{Jk}为约束,计算各个关节顶点Jk相对该网格顶点位置的调和坐标可以看作关节顶点Jk相对网格顶点位置的影响权值。Let the set of vertex positions of the transition triangle mesh corresponding to the transition shape be each mesh vertex position Taking the joint vertices {J k } in the skeleton S as constraints, calculate the harmonic coordinates of each joint vertex J k relative to the position of the mesh vertex It can be regarded as the position of joint vertex J k relative to the mesh vertex influence weight.
对于每个网格顶点位置在骨架S中找到一条关节段,使关节段的两个关节顶点对的影响权值之和在所有关节段中最小;for each mesh vertex position Find a joint segment in the skeleton S, so that the two joint vertices of the joint segment are paired The sum of the influence weights is the smallest among all joint segments;
将中的tα修改为tα+b,1-t+ts修改为1-t+ts+c;重新最小化得到过渡三角形网格的新位置,并得到过渡形状的新姿势,新姿势与骨架S′所描述的所需姿势一致。Will The tα in is modified to tα+b, and 1-t+ts is modified to 1-t+ts+c; re-minimize The new position of the transition triangle mesh is obtained, and the new pose of the transition shape is obtained, which corresponds to the desired pose described by the skeleton S'.
本发明与背景技术相比,具有的有益效果是:可自动生成二维动画序列,可以有效提高二维动画的制作效率,极大降低其制作成本,具有重要的社会和经济意义。Compared with the background technology, the present invention has the beneficial effects of automatically generating a two-dimensional animation sequence, effectively improving the production efficiency of the two-dimensional animation, greatly reducing the production cost, and having important social and economic significance.
因此,本发明具有如下有益效果:提供了一种简单直观的运动姿态控制方法,允许用户通过简单的骨架操作,来编辑整个形状过渡序列中的运动姿态,从而生成出更加逼真生动的动画序列。Therefore, the present invention has the following beneficial effects: a simple and intuitive motion gesture control method is provided, allowing users to edit the motion gestures in the entire shape transition sequence through simple skeleton operations, thereby generating a more realistic and vivid animation sequence.
附图说明Description of drawings
图1是本发明的一种源形状、目标形状及对应的同构三角化图;1 is a source shape, a target shape and a corresponding isomorphic triangulation diagram of the present invention;
图2是本发明的三角形网格的一种过渡序列图;Fig. 2 is a kind of transition sequence diagram of triangular mesh of the present invention;
图3是本发明的形状的过渡序列及定义在源形状上的骨架的一种示意图;3 is a schematic diagram of a transition sequence of shapes of the present invention and a skeleton defined on a source shape;
图4是本发明的源形状、目标形状和中间形状上的骨架序列及编辑过的中间形状上的骨架的一种示意图;4 is a schematic diagram of the skeleton sequence on the source shape, the target shape and the intermediate shape and the skeleton on the edited intermediate shape of the present invention;
图5是本发明的编辑骨架后产生的一种新的形状过渡序列图;Fig. 5 is a kind of new shape transition sequence diagram produced after editing skeleton of the present invention;
图6是本发明的一种流程图。Figure 6 is a flow chart of the present invention.
具体实施方式Detailed ways
下面结合附图和具体实施方式对本发明做进一步的描述。The present invention will be further described below with reference to the accompanying drawings and specific embodiments.
如图6所示的实施例是一种运动可控的形状插值方法,包括如下步骤:The embodiment shown in FIG. 6 is a motion-controllable shape interpolation method, which includes the following steps:
步骤100,源形状和目标形状的同构三角化生成
给定一个如图1所示的源形状和一个目标形状,用户在源形状和目标形状上分别放置多边形边界,使用同构三角形算法为源形状和目标形状生成一对同构三角化,同构三角化包含源三角形网格和目标三角形网格,三角形网格和目标三角形网格的顶点一一对应,且具有相同的连接边结构中;Given a source shape and a target shape as shown in Figure 1, the user places polygon boundaries on the source shape and the target shape respectively, and uses the isomorphic triangle algorithm to generate a pair of isomorphic triangulations for the source shape and the target shape, isomorphic Triangulation includes the source triangle mesh and the target triangle mesh, and the vertices of the triangle mesh and the target triangle mesh correspond one-to-one, and have the same connecting edge structure;
其中,源三角形网格覆盖了源形状,目标三角形网格覆盖了目标形状,因此源形状可以作为源三角形网格的纹理,目标形状可以作为目标三角形网格的纹理。Among them, the source triangle mesh covers the source shape, and the target triangle mesh covers the target shape, so the source shape can be used as the texture of the source triangle mesh, and the target shape can be used as the texture of the target triangle mesh.
步骤200,基于圆盘的近似刚性插值方法;
步骤210,设{pi}为源三角形网格中顶点的集合,{qi}为目标三角形网格中顶点的集合;其中,每个源顶点pi与目标顶点qi对应,对源三角形网格中的每个源顶点pi,得到其环邻域中的各个邻居顶点,各个邻居顶点形成局部顶点集合,称局部顶点集合为圆盘Pi;Step 210, let { pi } be the set of vertices in the source triangle mesh, and {q i } be the set of vertices in the target triangle mesh; wherein, each source vertex pi corresponds to the target vertex qi , and the source triangle For each source vertex p i in the grid, each neighbor vertex in its ring neighborhood is obtained, and each neighbor vertex forms a local vertex set, which is called a disk Pi ;
步骤220,对于目标三角形网格中的每个源顶点qi,得到其环邻域中的各个邻居顶点,各个邻居顶点形成局部顶点集合,称局部顶点集合为圆盘Qi;Step 220, for each source vertex qi in the target triangular mesh , obtain each neighbor vertex in its ring neighborhood, each neighbor vertex forms a local vertex set, and the local vertex set is called a disk Qi ;
步骤230,设pj为圆盘Pi中的一个点,pj在圆盘Qi中的对应点为qj,以pi和qi为旋转中心,定义局部线性变换L(i,j),L(i,j)包括旋转矩阵Rα和缩放分量s;其中,α为向量pj-pi到向量qj-qi的旋转角度,Rα为旋转角度α对应的旋转矩阵,s为向量qj-qi的长度与向量pj-pi的长度的比值;Step 230, let p j be a point in the disk Pi , the corresponding point of p j in the disk Qi is q j , take p i and q i as the rotation centers, define a local linear transformation L (i, j ) , L (i, j) includes the rotation matrix R α and the scaling component s; where α is the rotation angle from the vector p j -pi to the vector q j -q i , R α is the rotation matrix corresponding to the rotation angle α, s is the ratio of the length of the vector q j -q i to the length of the vector p j -pi ;
步骤240,利用公式qj-qi=Rα(pj-pi)s将pj变换到qj,在任一插值时刻t∈[0,1],计算并得到向量pj-pi和向量qj-qi的中间过渡向量Rtα(pj-pi)(1-t+ts),Rtα为旋转角度ta对应的旋转矩阵;Step 240, transform p j into q j using the formula q j -q i =R α (p j -p i )s, and at any interpolation moment t∈[0,1], calculate and obtain the vector p j -p i and the intermediate transition vector R tα (p j -p i )(1-t+ts) of the vector q j -q i , R tα is the rotation matrix corresponding to the rotation angle ta;
步骤250,设定为源三角形网格顶点和目标三角形网格顶点在时刻t的插值位置,通过最小化二次能量函数计算得到中各顶点的位置;中的j是和中的i作用相同的下标,和表示集合中的两个不同顶点;Step 250, set is the interpolated position of the source triangle mesh vertex and the target triangle mesh vertex at time t, by minimizing the quadratic energy function Calculated the position of each vertex in ; j in is and The i in the function is the same subscript, and Represents a collection two different vertices in ;
步骤根据得到如图2所示的源三角形网格顶点和目标三角形网格的过渡序列;依次将源形状和目标形状作为纹理贴到过渡序列上并进行线性纹理融合,得到如图3所示的源形状到目标形状的自然过渡动画序列。steps according to Obtain the transition sequence of the source triangle mesh vertices and the target triangle mesh as shown in Figure 2; paste the source shape and the target shape as textures on the transition sequence and perform linear texture fusion to obtain the source shape shown in Figure 3 Natural transition animation sequence to target shape.
步骤300,运动可控的形状过渡
首先,用户在源形状上定义一个如图3所示的局部或者全局骨架,骨架上的每个点均落在源三角形网格的一个三角形中;根据源三角形网格和目标过渡三角形网格序列之间的三角形一一对应关系,使用重心映射,为过渡三角形网格和目标三角形网格派生出对应的如图4所示的骨架位置;First, the user defines a local or global skeleton on the source shape as shown in Figure 3, each point on the skeleton falls within a triangle of the source triangle mesh; according to the source triangle mesh and the target transition triangle mesh sequence The one-to-one correspondence between the triangles, using the center of gravity mapping, derives the corresponding skeleton position as shown in Figure 4 for the transition triangle mesh and the target triangle mesh;
用户编辑任一插值时刻t对应的过渡三角形网格上的骨架,t∈(0,1),产生出新骨架姿势,设定被编辑过的骨架为“控制骨架”;通过如下的双层传播机制,将控制骨架上的编辑效果传递到整个形状插值序列,产生如图5所示的所需的运动动态。The user edits the skeleton on the transition triangle mesh corresponding to any interpolation time t, t ∈ (0, 1), to generate a new skeleton pose, and set the edited skeleton as the "control skeleton"; propagate through the following two layers Mechanism that passes the editing effects on the control armature to the entire shape interpolation sequence, producing the desired motion dynamics as shown in Figure 5.
步骤310,帧到帧的传播Step 310, frame-to-frame propagation
以源形状上的骨架、中间过渡形状上的控制骨架、目标形状上的骨架为关键骨架,插值关键骨架的内在参数(即:骨架中关节段的长度、骨架中关节顶点的角度),得到骨架插值序列;将插值序列中的每个骨架关联到对应的过渡形状。Taking the skeleton on the source shape, the control skeleton on the intermediate transition shape, and the skeleton on the target shape as the key skeleton, interpolate the intrinsic parameters of the key skeleton (ie: the length of the joint segment in the skeleton, the angle of the joint vertex in the skeleton), and get the skeleton Interpolation sequence; associates each armature in the interpolated sequence to the corresponding transition shape.
步骤320,骨架到三角形网格的传播Step 320, Propagation of Skeleton to Triangle Mesh
任一插值时刻t,t∈[0,1]处的过渡形状关联了两个骨架,一个是由形状过渡序列派生出的骨架S,S描述了插值过程中该过渡形状的姿势,另一个是由用户编辑派生出的骨架S′,S′描述了该过渡形状在新的运动动态中所需的姿势。The transition shape at any interpolation time t, t ∈ [0, 1] is associated with two skeletons, one is the skeleton S derived from the shape transition sequence, S describes the pose of the transition shape during the interpolation process, and the other is The derived skeleton S' is edited by the user, and S' describes the required pose of the transition shape in the new motion dynamics.
设{Jk}和{J′k}分别为骨架S和S′中的关节顶点,通过如下步骤调整过渡形状的姿势,使过渡形状的姿势与骨架S′所描述的所需姿势一致:Let {J k } and {J' k } be the joint vertices in the skeleton S and S' respectively, and adjust the pose of the transition shape through the following steps, so that the pose of the transition shape is consistent with the desired pose described by the skeleton S':
设k1和k2是骨架中的每一条关节段的两个关节顶点,计算向量Jk2-Jk1到向量J′k2-J′k1的旋转角度b,计算向量J′k2-J′k1的长度与向量Jk2-Jk1的长度之间的比值,将比值定义为缩放比例c;Let k 1 and k 2 be the two joint vertices of each joint segment in the skeleton, calculate the rotation angle b from the vector J k2 -J k1 to the vector J' k2 -J' k1 , and calculate the vector J' k2 -J' k1 The ratio between the length of the vector J k2 -J k1 and the length of the vector J k2 -J k1, the ratio is defined as the scaling ratio c;
设与过渡形状对应的过渡三角形网格的顶点位置的集合为每个网格顶点位置以骨架S中的关节顶点{Jk}为约束,计算各个关节顶点Jk相对该网格顶点位置的调和坐标可以看作关节顶点Jk相对网格顶点位置的影响权值。Let the set of vertex positions of the transition triangle mesh corresponding to the transition shape be each mesh vertex position Taking the joint vertices {J k } in the skeleton S as constraints, calculate the harmonic coordinates of each joint vertex J k relative to the position of the mesh vertex It can be regarded as the position of joint vertex J k relative to the mesh vertex influence weight.
对于每个网格顶点位置在骨架S中找到一条关节段,使关节段的两个关节顶点对的影响权值之和在所有关节段中最小;for each mesh vertex position Find a joint segment in the skeleton S, so that the two joint vertices of the joint segment are paired The sum of the influence weights is the smallest among all joint segments;
将中的tα修改为tα+b,1-t+ts修改为1-t+ts+c;重新最小化得到过渡三角形网格的新位置,并得到过渡形状的新姿势,如图5所示,新姿势与骨架S′所描述的所需姿势一致。Will The tα in is modified to tα+b, and 1-t+ts is modified to 1-t+ts+c; re-minimize The new position of the transition triangle mesh is obtained, and the new pose of the transition shape is obtained, as shown in Figure 5, the new pose is consistent with the desired pose described by the skeleton S'.
最小化方程(1)对应着一个线性最小二乘求解问题。通过对每个未知变量求偏微导并设其值为0,可以得一组线性方程,该线性方程组可通过高斯消去或者LU分解等数值方法对其进行求解。Minimizing equation (1) corresponds to a linear least squares solution problem. By taking the partial derivative of each unknown variable and setting its value to 0, a set of linear equations can be obtained, which can be solved by numerical methods such as Gaussian elimination or LU decomposition.
应理解,本实施例仅用于说明本发明而不用于限制本发明的范围。此外应理解,在阅读了本发明讲授的内容之后,本领域技术人员可以对本发明作各种改动或修改,这些等价形式同样落于本申请所附权利要求书所限定的范围。It should be understood that this embodiment is only used to illustrate the present invention and not to limit the scope of the present invention. In addition, it should be understood that after reading the content taught by the present invention, those skilled in the art can make various changes or modifications to the present invention, and these equivalent forms also fall within the scope defined by the appended claims of the present application.
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