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Expressive Skinning Methods for 3D C...
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Toothman, Nicholas.
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Expressive Skinning Methods for 3D Character Animation.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Expressive Skinning Methods for 3D Character Animation./
作者:
Toothman, Nicholas.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
97 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-04, Section: B.
Contained By:
Dissertations Abstracts International82-04B.
標題:
Computer science. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=27829710
ISBN:
9798672162447
Expressive Skinning Methods for 3D Character Animation.
Toothman, Nicholas.
Expressive Skinning Methods for 3D Character Animation.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 97 p.
Source: Dissertations Abstracts International, Volume: 82-04, Section: B.
Thesis (Ph.D.)--University of California, Davis, 2020.
This item must not be sold to any third party vendors.
Real-time three-dimensional (3D) character animation has benefited greatly from advancements in skinning and surface deformation. While both fields offer tremendous techniques for controlling character shape over time, few methods address the needs of both. I propose such a method to enable greater artistic control and expressive potential. First, I introduce a skinning algorithm to address common artifacts and offer configurable shape behavior around joints. Second, I discuss embedding surface deformations in the skinning process. Both of these operate by adjusting scale vectors to provide the character's final shape. These vectors run from attachment points located within the mesh volume to vertex positions. Smooth skinning is achievable by combining a rigid transformation on the attachment point and a blended transformation on the scale vector. Further adjustments to scale vectors can produce surface deformation. This representation permits a variety of surface deformation methods. To demonstrate the effectiveness of the approach, I have written a graphics processing unit (GPU)-accelerated implementation of the deformation method, a rendering pipeline built to support and compare various skinning methods, and an input system well-suited for authoring character animations. Future work includes furthering shape control in the skinning method, developing more expressive deformation tools, and incorporating virtual reality (VR) support to provide an embodied interface for 3D animation using my deformation methods.
ISBN: 9798672162447Subjects--Topical Terms:
523869
Computer science.
Subjects--Index Terms:
3D graphics
Expressive Skinning Methods for 3D Character Animation.
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Real-time three-dimensional (3D) character animation has benefited greatly from advancements in skinning and surface deformation. While both fields offer tremendous techniques for controlling character shape over time, few methods address the needs of both. I propose such a method to enable greater artistic control and expressive potential. First, I introduce a skinning algorithm to address common artifacts and offer configurable shape behavior around joints. Second, I discuss embedding surface deformations in the skinning process. Both of these operate by adjusting scale vectors to provide the character's final shape. These vectors run from attachment points located within the mesh volume to vertex positions. Smooth skinning is achievable by combining a rigid transformation on the attachment point and a blended transformation on the scale vector. Further adjustments to scale vectors can produce surface deformation. This representation permits a variety of surface deformation methods. To demonstrate the effectiveness of the approach, I have written a graphics processing unit (GPU)-accelerated implementation of the deformation method, a rendering pipeline built to support and compare various skinning methods, and an input system well-suited for authoring character animations. Future work includes furthering shape control in the skinning method, developing more expressive deformation tools, and incorporating virtual reality (VR) support to provide an embodied interface for 3D animation using my deformation methods.
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