CN115761069A - Skin animation lightweight method, device electronic device and storage medium - Google Patents

Skin animation lightweight method, device electronic device and storage medium Download PDF

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CN115761069A
CN115761069A CN202211534106.0A CN202211534106A CN115761069A CN 115761069 A CN115761069 A CN 115761069A CN 202211534106 A CN202211534106 A CN 202211534106A CN 115761069 A CN115761069 A CN 115761069A
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vertex
target
grid
determining
skin
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李韬
夏宇翔
彭加新
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Changsha Mourui Network Technology Co ltd
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Changsha Mourui Network Technology Co ltd
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Abstract

The application relates to a skinning animation lightweight method, a device electronic device and a storage medium, wherein the skinning animation lightweight method comprises the following steps: obtaining skin grid data, determining grid vertexes according to the skin grid data, respectively determining a filling triangle corresponding to each grid vertex, calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located, determining a rejection cost value of each grid vertex according to the target distance, determining a target grid vertex according to the rejection cost value, and deleting the target grid vertex. Through the method and the device, the problem of how to carry out light weight on the skin animation under the premise of ensuring the precision in the related technology is solved, and the skin animation rendering efficiency is improved.

Description

Skin animation lightweight method, device electronic device and storage medium
Technical Field
The application relates to the field of three-dimensional model lightweight, in particular to a skin animation lightweight method, a skin animation lightweight device, an electronic device and a storage medium.
Background
The skin animation is a relatively common three-dimensional model animation, and is composed of a Skeleton (skeletton) and a skin (Skinned Mesh), wherein vertices on the skin are bound to the Skeleton by a certain weight. When the bones move, the vertices are also transformed according to all the bound bones and the corresponding weights. Under the condition that the real-time requirement is high (such as games, virtual meetings and other occasions), the skin grids have excessive details, and great expense is brought to real-time rendering. In order to improve the rendering efficiency, the skin grid needs to be subjected to lightweight processing, so that the detail of the skin grid is reduced as much as possible on the premise that the original outline of the animation model is kept. At present, a lot of mature algorithms appear for the weight reduction of static model grids, however, the weight reduction methods do not consider the influence of bones, and the weight reduction of skin animation cannot be processed.
At present, no effective solution is provided aiming at the problem of how to lighten the skin animation on the premise of ensuring the precision in the related technology.
Disclosure of Invention
The embodiment of the application provides a skin animation lightweight method, a skin animation lightweight device, an electronic device and a storage medium, and aims to at least solve the problem of how to lighten skin animation on the premise of ensuring precision in the related art.
In a first aspect, an embodiment of the present application provides a skin animation lightweight method.
In some of these embodiments, the method comprises:
skin grid data are obtained, and grid vertexes are determined according to the skin grid data;
respectively determining a filling triangle corresponding to each grid vertex, and calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located;
determining the elimination cost value of each grid vertex according to the target distance;
and determining the vertex of the target mesh according to the rejection cost value, and deleting the vertex of the target mesh.
In some embodiments, said determining a culling cost value for each said mesh vertex from said target distance comprises:
respectively acquiring all adjacent vertexes with common edges with each grid vertex;
and determining the rejection cost value of each grid vertex according to the adjacent vertex and the target distance.
In some embodiments, said determining a target mesh vertex according to said culling cost value, and deleting said target mesh vertex comprises:
and under the condition that the elimination cost value is smaller than a preset threshold value, determining the grid vertex corresponding to the elimination cost value as a target grid vertex, and deleting the target grid vertex.
In some embodiments, when the culling cost value is smaller than a preset threshold, determining that the mesh vertex corresponding to the culling cost value is a target mesh vertex, and deleting the target mesh vertex includes:
determining a shortest edge containing the target mesh vertex and a target adjacent vertex which is positioned on the shortest edge and adjacent to the target mesh vertex;
merging the target mesh vertex with the target neighboring vertex along the shortest side to determine a merged vertex.
In some embodiments, after said merging the target mesh vertex with the target neighboring vertex along the shortest side to determine a merged vertex, further comprises:
in the case where the opposite face is not detected, the redundant patches are deleted.
In some embodiments, after said merging the target mesh vertex with the target neighboring vertex along the shortest side to determine a merged vertex, further comprises:
and in the case that the opposite surface is detected, determining the rejection cost value of the merged vertex as infinity.
In some of these embodiments, the method further comprises:
and under the condition of meeting the termination condition, deleting the redundant vertexes and updating the vertex sequence number of the current triangular patch to obtain updated skin grid data.
In a second aspect, the present application provides a skin animation lightweight device.
In some of these embodiments, the apparatus includes a mesh vertex determination module, a target distance determination module, a culling cost value determination module, and a target vertex deletion module:
the grid vertex determining module is used for acquiring skin grid data and determining a grid vertex according to the skin grid data;
the target distance determining module is used for respectively determining the filling triangle corresponding to each grid vertex and calculating the target distance between each grid vertex and the plane of the corresponding filling triangle;
the elimination cost value determining module is used for determining the elimination cost value of each grid vertex according to the target distance;
and the target vertex deleting module is used for determining a target grid vertex according to the elimination cost value and deleting the target grid vertex.
In a third aspect, an embodiment of the present application provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor, when executing the computer program, implements the skinning animation weight-reducing method according to the first aspect.
In a fourth aspect, embodiments of the present application provide a storage medium, on which a computer program is stored, the program, when executed by a processor, implementing the skinned animation weight-reducing method according to the first aspect.
Compared with the related art, the skin animation lightweight method, the device electronic device and the storage medium provided by the embodiment of the application have the advantages that by acquiring skin grid data, determining grid vertexes according to the skin grid data, respectively determining the filling triangles corresponding to the grid vertexes, calculating the target distance between each grid vertex and the plane where the corresponding filling triangle is located, determining the rejection cost value of each grid vertex according to the target distance, determining the target grid vertex according to the rejection cost value, and deleting the target grid vertex, the problem of how to lighten the skin animation in the related art on the premise of ensuring the precision is solved, and the animation skin rendering efficiency is improved.
The details of one or more embodiments of the application are set forth in the accompanying drawings and the description below to provide a more thorough understanding of the application.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
fig. 1 is a hardware configuration block diagram of a terminal of a skinning animation weight-reducing method according to an embodiment of the present application;
FIG. 2 is a flow diagram of a skinning animation weight-reduction method according to an embodiment of the application;
FIG. 3 is a flow chart of yet another skinning animation weight-reduction method according to an embodiment of the application;
FIG. 4 is a flow diagram of a skinning animation weight-reduction method according to a preferred embodiment of the present application;
fig. 5 is a block diagram of the skin animation weight reduction device according to the embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application will be described and illustrated below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of and not restrictive on the broad application. All other embodiments obtained by a person of ordinary skill in the art based on the embodiments provided in the present application without any inventive step are within the scope of protection of the present application. Moreover, it should be appreciated that in the development of any such actual implementation, as in any engineering or design project, numerous implementation-specific decisions must be made to achieve the developers' specific goals, such as compliance with system-related and business-related constraints, which may vary from one implementation to another.
Reference in the specification to "an embodiment" means that a particular feature, structure, or characteristic described in connection with the embodiment can be included in at least one embodiment of the specification. The appearances of the phrase in various places in the specification are not necessarily all referring to the same embodiment, nor are separate or alternative embodiments mutually exclusive of other embodiments. Those of ordinary skill in the art will explicitly and implicitly appreciate that the embodiments described herein may be combined with other embodiments without conflict.
Unless defined otherwise, technical or scientific terms referred to herein shall have the ordinary meaning as understood by those of ordinary skill in the art to which this application belongs. Reference to "a," "an," "the," and similar words throughout this application are not to be construed as limiting in number, and may refer to the singular or the plural. The present application is directed to the use of the terms "including," "comprising," "having," and any variations thereof, which are intended to cover non-exclusive inclusions; for example, a process, method, system, article, or apparatus that comprises a list of steps or modules (elements) is not limited to the listed steps or elements, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus. Reference to "connected," "coupled," and the like in this application is not intended to be limited to physical or mechanical connections, but rather can include electrical connections, whether direct or indirect. Reference herein to "a plurality" means greater than or equal to two. "and/or" describes an association relationship of associated objects, meaning that three relationships may exist, for example, "A and/or B" may mean: a exists alone, A and B exist simultaneously, and B exists alone. Reference herein to the terms "first," "second," "third," and the like, are merely to distinguish similar objects and do not denote a particular ordering for the objects.
The method provided by the embodiment can be executed in a terminal, a computer or a similar operation device. Taking the skin animation running on a terminal as an example, fig. 1 is a hardware structure block diagram of the terminal of the skinned animation weight-reducing method according to the embodiment of the present invention. As shown in fig. 1, the terminal may include one or more (only one shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally, a transmission device 106 for communication functions and an input-output device 108. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration and is not intended to limit the structure of the terminal. For example, the terminal may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to the skinning animation weight reduction method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the method described above. The memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 can further include memory located remotely from the processor 102, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the terminal. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
The present embodiment provides a skin animation weight reducing method, and fig. 2 is a flowchart of a skin animation weight reducing method according to an embodiment of the present application, where as shown in fig. 2, the flowchart includes the following steps:
step S201, skin grid data are obtained, and grid vertexes are determined according to the skin grid data.
And reading skin grid data in the skin animation, traversing each vertex of the skin grid, and determining all the grid vertices.
Step S202, respectively determining a filling triangle corresponding to each grid vertex, and calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located.
The skin animation can be lightened by mesh vertex removal, selected mesh vertices and adjacent triangular patches are deleted, and formed holes are filled by a triangularization method to form filled triangles. Typically, each vertex deleted will reduce by one vertex and two triangle faces. And calculating the target distance between each grid vertex and the plane of the corresponding filling triangle.
If the mesh vertex is O (x) 0 ,y 0 ,z 0 ) If the plane corresponding to the ith filled triangle is p i Ax + By + Cz + D =0 and A 2 +B 2 +C 2 =1, the vertex O (x) 0 ,y 0 ,z 0 ) To p i Target distance d of i Can be calculated by the following formula:
d i =‖Ax 0 +By 0 +Cz 0 +D‖。
step S203, determining the elimination cost value of each grid vertex according to the target distance.
And calculating the overall rejection cost value through the target distances between the mesh vertexes and the planes of all filled triangles after filling.
And step S204, determining the target grid vertex according to the rejection cost value, and deleting the target grid vertex.
And calculating corresponding rejection cost values, storing the values into a priority queue (minimum queue) for sequencing, selecting a peak with the minimum cost according to the calculation result of the rejection cost values to further determine a target grid peak and deleting the target grid peak when deleting each time.
The embodiment of the application considers that the mesh vertexes in the skinning animation are bound to the bones through a certain weight, and usually one vertex is influenced by a plurality of bones. Therefore, the influence of skin simplification on the skeleton and the weight is fully considered in the process of lightening. In skinning animation, if a vertex is bound to N bones, the transformation matrix of each bone is M i (0<i<N) and weight per bone is w i Then transformation matrix M of the vertex V Can be expressed as
Figure BDA0003976892020000061
If a vertex is deleted, the bound bone does not affect the vertex. If the position of the vertex changes or a new vertex is generated, the bound bone M i With corresponding weight w i Requiring re-determination, the estimation of these two types of parameters is difficult.
In order to avoid similar problems, through the steps, the method for achieving the lightweight skin mesh based on the vertex elimination is provided, the overall elimination cost value is calculated through the target distance between the mesh vertex and the plane where the filled triangle is located, the mesh vertex with the minimum elimination cost value is deleted in an iteration mode, the number of the mesh vertex and the number of the triangular patches are reduced, and therefore the purpose of achieving the lightweight skin mesh is achieved. The culling cost value can well represent the deformation of the skin mesh, and in general, the smaller the culling cost value is, the smaller the deformation caused by the vertex culling is. Therefore, the problem of how to lighten the skin animation on the premise of ensuring the precision in the related technology can be solved, and the skin animation rendering efficiency is improved.
In some of these embodiments, step S203 comprises:
step S2031, respectively obtaining all adjacent vertexes having common edges with each grid vertex.
Step S2032, determining the elimination cost value of each grid vertex according to the adjacent vertex and the target distance.
In connection with the above steps, using adj (O) to represent all adjacent vertices having a common edge with the mesh vertex O, the overall rejection cost Q can be calculated by the following formula:
Figure BDA0003976892020000062
according to the method and the device, the overall rejection cost value of the grid vertex is calculated by selecting all adjacent vertices with common edges with the grid vertex and combining the target distances of all adjacent vertices, and the rejection cost value is more accurate.
In some of these embodiments, step S204 includes:
step S2041, when the rejection cost value is smaller than a preset threshold, determining a mesh vertex corresponding to the rejection cost value as a target mesh vertex, and deleting the target mesh vertex.
And storing the calculated elimination cost values into a priority queue (minimum queue) for sequencing, taking out a grid vertex corresponding to a first element (the current minimum elimination cost value) in the queue, and detecting whether the grid vertex can be deleted or not. And under the condition that the selected rejection cost value is smaller than a preset threshold value, deleting the mesh vertex, determining the mesh vertex corresponding to the rejection cost value as a target mesh vertex, and deleting the target mesh vertex.
Through the steps, the elimination cost value is selected through the priority queue, whether the corresponding grid vertex is deleted or not is determined, the feasibility is high, the grid vertex with the minimum elimination cost value is ensured to be deleted in each iteration, and the skin animation precision after light weight is ensured.
In some embodiments, step S2041 includes:
step S2141, a shortest side including the target mesh vertex and a target adjacent vertex located on the shortest side and adjacent to the target mesh vertex are determined.
Starting from the target mesh vertex, the edges of a plurality of triangular patches can be obtained, the shortest edge of the edges is determined, and the other endpoint of the shortest edge is determined as the target adjacent vertex.
Step S2241, merging the target grid vertex and the target adjacent vertex along the shortest side to determine a merged vertex.
And merging the target mesh vertex and the target adjacent vertex along the shortest side, wherein in the merging process, the other end point of the edge containing the target mesh vertex is unchanged, the merged target mesh vertex is superposed with the target adjacent vertex, namely the target mesh vertex is deleted and the shortest side is deleted, and the vertex formed after merging is determined as the merged vertex. And the edges except the shortest edge comprise the vertex of the target mesh, wherein one endpoint is the vertex after combination. The other end point is unchanged.
Through the steps, the target grid vertex is deleted (merged), so that the skin animation is light in weight, and the skin animation rendering efficiency can be improved.
In some embodiments, step S2241 is followed by:
in step S2242, when the opposite surface is not detected, an extra patch is deleted.
If no opposite faces exist, the excess patches are deleted. The opposite surface is a triangle whose normal direction after processing is opposite to the original triangle. When the vertex is eliminated, the vertex to be deleted and the target vertex are generally merged along the shortest side, triangular patches adjacent to the two vertices collapse into an edge, the patches are redundant patches and need to be deleted, and otherwise, a grid error is caused. After the redundant patches are deleted, the rejection cost values of all grid vertexes in the region are recalculated and stored in a priority queue, and the vertexes are continuously removed in an iteration mode, so that the skin animation model is further lightened, and the skin animation rendering efficiency is improved.
In some embodiments, step S2241 is followed by:
step S2243, in the case that the opposite surface is detected, determining the rejection cost value of the merged vertex as infinity.
And under the condition that the opposite surface is detected, determining the rejection cost value of the merged vertex as infinity, storing the infinity into a priority queue, and continuing to iteratively reject the vertex. And generating an opposite surface to indicate that the grid has errors, and setting the rejection cost value to be infinite, so that the vertex is ranked to the end when being sorted, and the vertex is prevented from being deleted. The skin animation model is further lightened through the steps, and the skin animation rendering efficiency is improved.
The embodiment also provides a skinning animation lightweight method. Fig. 3 is a flowchart of another skin animation lightening method according to an embodiment of the present application, and as shown in fig. 3, the flowchart further includes the following steps on the basis of steps S201 to S204:
and S301, deleting the redundant vertex and updating the vertex sequence number of the current triangular patch under the condition that a termination condition is met to obtain updated skin grid data.
And under the condition of meeting the termination condition, deleting the redundant vertex, updating the vertex sequence number of the triangular patch, and writing back the vertex sequence number to the file to obtain the updated skin mesh data. The termination condition is that the rejection cost value of the encountered vertex is infinite or the traversal of the vertex is completed. In order to improve efficiency, in the embodiment of the present application, the vertex to be deleted may be marked first, and finally, the vertex to be deleted may be deleted together. According to the skin animation lightening method and device, the skin animation lightening termination condition is set, and therefore lightening efficiency is improved.
The embodiments of the present application are described and illustrated below by means of preferred embodiments.
FIG. 4 is a flow chart of a skinning animation weight-reduction method according to a preferred embodiment of the present application. Fig. 4 is a preferred flowchart of a skin-animation lightening method according to an embodiment of the application, and as shown in fig. 4, the skin-animation lightening method includes the following steps:
step S401, skin grid data are obtained, and grid vertexes are determined according to the skin grid data.
Step S402, respectively determining a filling triangle corresponding to each grid vertex, and calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located.
Step S403, all adjacent vertexes having common edges with each grid vertex are respectively obtained, and the rejection cost value of each grid vertex is determined according to the adjacent vertexes and the target distance.
And step S404, determining the mesh vertex corresponding to the rejection cost value as a target mesh vertex under the condition that the rejection cost value is smaller than a preset threshold value.
Step S405, determining the shortest side containing the target mesh vertex and the target adjacent vertex which is positioned on the shortest side and adjacent to the target mesh vertex.
Step S406, merging the target mesh vertex and the target neighboring vertex along the shortest side to determine a merged vertex.
Step S407, in a case where the opposite surface is detected, determining the rejection cost value of the merged vertex to be infinity.
And step S408, deleting the redundant vertex and updating the vertex sequence number of the current triangular patch under the condition that the termination condition is met so as to obtain the updated skin grid data.
It should be noted that the steps illustrated in the above-described flow diagrams or in the flow diagrams of the figures may be performed in a computer system, such as a set of computer-executable instructions, and that, although a logical order is illustrated in the flow diagrams, in some cases, the steps illustrated or described may be performed in an order different than here.
The embodiment also provides a skinning animation lightweight device, which is used for implementing the above embodiments and preferred embodiments, and the description of the skinning animation lightweight device is omitted. As used hereinafter, the terms "module," "unit," "subunit," and the like may implement a combination of software and/or hardware for a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 5 is a block diagram of a skinning animation lightweight apparatus according to an embodiment of the present application, and as shown in fig. 5, the apparatus includes a mesh vertex determination module 10, a target distance determination module 20, a rejection cost value determination module 30, and a target vertex deletion module 40:
the grid vertex determining module 10 is configured to obtain skin grid data, and determine a grid vertex according to the skin grid data;
the target distance determining module 20 is configured to determine a filling triangle corresponding to each mesh vertex, and calculate a target distance between each mesh vertex and a plane where the corresponding filling triangle is located;
the elimination cost value determination module 30 is configured to determine an elimination cost value of each mesh vertex according to the target distance;
and the target vertex deleting module 40 is configured to determine a target mesh vertex according to the elimination cost value, and delete the target mesh vertex.
The above modules may be functional modules or program modules, and may be implemented by software or hardware. For a module implemented by hardware, the modules may be located in the same processor; or the modules can be respectively positioned in different processors in any combination.
The present embodiment also provides an electronic device comprising a memory having a computer program stored therein and a processor configured to execute the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
skin grid data are obtained, and grid vertexes are determined according to the skin grid data;
respectively determining a filling triangle corresponding to each grid vertex, and calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located;
determining the elimination cost value of each grid vertex according to the target distance;
and determining the target mesh vertex according to the rejection cost value, and deleting the target mesh vertex.
It should be noted that, for specific examples in this embodiment, reference may be made to examples described in the foregoing embodiments and optional implementations, and details of this embodiment are not described herein again.
In addition, in combination with the skinning animation lightweight method in the above embodiments, the embodiments of the present application may provide a storage medium to implement. The storage medium having stored thereon a computer program; the computer program, when executed by a processor, implements any of the skinning animation weight-reduction methods in the above embodiments.
It should be understood by those skilled in the art that various technical features of the above-described embodiments can be arbitrarily combined, and for the sake of brevity, all possible combinations of the technical features in the above-described embodiments are not described, however, so long as there is no contradiction between the combinations of the technical features, they should be considered as being within the scope of the present description.
It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) referred to in the present application are information and data authorized by the user or sufficiently authorized by each party.
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (10)

1. A skin animation lightweight method is characterized by comprising the following steps:
skin grid data are obtained, and grid vertexes are determined according to the skin grid data;
respectively determining a filling triangle corresponding to each grid vertex, and calculating a target distance between each grid vertex and a plane where the corresponding filling triangle is located;
determining the elimination cost value of each grid vertex according to the target distance;
and determining the vertex of the target mesh according to the rejection cost value, and deleting the vertex of the target mesh.
2. The skinning animation weight-reducing method of claim 1, wherein the determining a culling cost value for each of the mesh vertices as a function of the target distance comprises:
respectively acquiring all adjacent vertexes with common edges with each grid vertex;
and determining the rejection cost value of each grid vertex according to the adjacent vertex and the target distance.
3. The skinning animation weight-reducing method of claim 2, wherein the determining target mesh vertices according to the culling cost values and deleting the target mesh vertices comprises:
and under the condition that the elimination cost value is smaller than a preset threshold value, determining the grid vertex corresponding to the elimination cost value as a target grid vertex, and deleting the target grid vertex.
4. The skinning animation weight-reducing method of claim 3, wherein determining that the mesh vertex corresponding to the culling cost value is a target mesh vertex and deleting the target mesh vertex when the culling cost value is smaller than a preset threshold comprises:
determining a shortest edge containing the target mesh vertex and a target adjacent vertex which is positioned on the shortest edge and adjacent to the target mesh vertex;
merging the target mesh vertex with the target neighboring vertex along the shortest side to determine a merged vertex.
5. The skinned animation weight-reducing method of claim 4, further comprising, after said merging the target mesh vertex with the target neighboring vertex along the shortest side to determine a merged vertex:
in the case where the opposite face is not detected, the redundant patches are deleted.
6. The skin animation weight-reducing method of claim 4, wherein after the merging the target mesh vertex with the target adjacent vertex along the shortest side to determine a merged vertex, further comprising:
and in the case that the opposite surface is detected, determining the rejection cost value of the merged vertex as infinity.
7. The skin animation lightening method of any one of claims 1 to 6, further comprising:
and under the condition of meeting the termination condition, deleting the redundant vertexes and updating the vertex sequence number of the current triangular patch to obtain updated skin grid data.
8. The skin animation lightweight device is characterized by comprising a mesh vertex determining module, a target distance determining module, a rejection cost value determining module and a target vertex deleting module, wherein the mesh vertex determining module is used for determining the mesh distance between the mesh vertex determining module and the target distance determining module:
the grid vertex determining module is used for acquiring skin grid data and determining grid vertices according to the skin grid data;
the target distance determining module is used for respectively determining the filling triangles corresponding to the grid vertexes and calculating the target distance between each grid vertex and the plane where the corresponding filling triangle is located;
the elimination cost value determining module is used for determining the elimination cost value of each grid vertex according to the target distance;
and the target vertex deleting module is used for determining a target grid vertex according to the rejection cost value and deleting the target grid vertex.
9. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and the processor is configured to execute the computer program to perform the skin animation weight reduction method of any of claims 1 to 7.
10. A storage medium having a computer program stored thereon, wherein the computer program is arranged to perform the skinned animation weight-reducing method of any of claims 1-7 when run.
CN202211534106.0A 2022-12-02 2022-12-02 Skin animation lightweight method, device electronic device and storage medium Pending CN115761069A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117115392A (en) * 2023-10-24 2023-11-24 中科云谷科技有限公司 Model image compression method, device, computer equipment and readable storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117115392A (en) * 2023-10-24 2023-11-24 中科云谷科技有限公司 Model image compression method, device, computer equipment and readable storage medium
CN117115392B (en) * 2023-10-24 2024-01-16 中科云谷科技有限公司 Model image compression method, device, computer equipment and readable storage medium

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