作者: Keng Siang Lee , Golam Ashraf
DOI:
关键词: Deformation (meteorology) 、 Computer graphics (images) 、 Function (mathematics) 、 Control point 、 Quadratic equation 、 Midpoint 、 Action (physics) 、 Bézier curve 、 Engineering 、 Mathematical analysis 、 Local coordinates
摘要: We propose significant simplifications in muscle modeling and simulation to facilitate real-time anatomical skin deformation for full-body articulated characters. The shape is a function of an animated quadratic Bezier action curve control rings derived from it. uniformly sampled derive driven by scaled sinusoidal equation model fusiform shapes. A single spring attached between the central point midpoint vector extreme points curve. Care taken stabilize local coordinates each vertex enable glitch-free deformation. character's polygonal mesh smooth-skinned using twolayered approach: first joints, then vertices. Lastly we show how different prominent muscles can be reasonably approximated with proposed model. typical 4000-vertex character skinned sixty four 72-vertex able run on average CPUs at 60-80 fps. Our main contribution simplified dynamics curved action-axis, which enables economical expressive animation.