• Title/Summary/Keyword: Skinning animation

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Real-Time Animation of large Crowds

  • Kang, In-Gu;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.318-321
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    • 2007
  • This paper proposes a GPU-based approach to real-time skinning animation of large crowds, where each character is animated independently of the others. In the first pass of the proposed approach, skinning is done by a pixel shader and the transformed vertex data are written into the render target texture. With the transformed vertices, the second pass renders the large crowds. The proposed approach is attractive for real-time applications such as video games.

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Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.17-24
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    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

Improving the Rendering Speed of 3D Model Animation on Smart Phones

  • Ng, Cong Jie;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.3
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    • pp.266-270
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    • 2011
  • The advancement of technology enables smart phones or handheld devices to render complex 3D graphics. However, the processing power and memory of smart phones remain very limited to render high polygon and details 3D models especially on games which requires animation, physic engine, or augmented reality. In this paper, several techniques will be introduced to speed up the computation and reducing the number of vertices of the 3D meshes without losing much detail.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

A Research on Action game character animation (액션 게임에서의 캐릭터 애니메이션 적용 연구)

  • Lee, Heebum;Song, GiSeob;Lee, DongKyu;Park, SeokHee;An, Sung-Ohk;Kim, SooKyun;Lee, Jungin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.45-46
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    • 2013
  • 대중에게 하나의 취미 생활로 자리매김한 게임은 특징이나 작동 방법에 따라 다양한 장르로 발전되었다. 그 중 액션게임 장르는 사용자가 조작하는 캐릭터의 역동적인 움직임과 움직임이 큰 동작으로 인해 사용자로 하여금 게임 플레이에 몰입할 수 있는 특징을 가지고 있다. 과거 2D 환경의 게임에서 연속되는 그림으로 표현되던 캐릭터의 애니메이션 장면은 3D 환경으로 발전하면서 새로운 애니메이션 기법을 필요로 하였으며, 현재 다양한 애니메이션 기법이 연구되고 있다. 본 논문에서는 3D 뼈대 애니메이션 통하여 DirectX에서의 캐릭터 애니메이션 적용 대해 설명한다.

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Motion Simplification of Virtual Character (가상 캐릭터의 동작 단순화 기법)

  • Ahn, Jung-Hyun;Oh, Seung-Woo;Wohn, Kwang-Yun
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.759-767
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    • 2006
  • The level-of-detail (LoD), which is a method of reducing polygons on mesh, is one of the most fundamental techniques in real-time rendering. In this paper, we propose a novel level-of-detail technique applied to the virtual character's motion (Motion LoD). The movement of a virtual character can be defined as the transformation of each joint and it's relation to the mesh. The basic idea of the proposed 'Motion LoD' method is to reduce number of joints in an articulated figure and minimize the error between original and simplified motion. For the motion optimization, we propose an error estimation method and a linear system reconstructed from this error estimation for a fast optimization. The proposed motion simplification method is effectively useful for motion editing and real-time crowd animation.

Muscle Deformation Model for Real-Time Skin Deformation Control (실시간 피부 변형 제어를 위한 근육 변형 모델)

  • Jin, Jung-Hwan;Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.21-30
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    • 2010
  • We present a real-time simulation method for muscles which are actuated by skeletal structure based on anatomical properties of the muscles. Muscles are designed by their two endpoints attached to either bones or other muscles and their volume are preserved approximately during the deformation. Skin deformation animation is obtained by a simple skinning due to the muscle deformation. We present also the performance data for a human-like multi-linked character which has bones, muscles, and skin. According to our experimental result, we can get skin deformation animation with a few tens of muscles in real-time. The method proposed in this paper can be applied to obtain skin deformation animation for multi-linked characters appear frequently in real-time environments such as games.

Real-time Shape Manipulation using Deformable Curve-Skeleton

  • Sohn, Eisung
    • Journal of Korea Multimedia Society
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    • v.22 no.4
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    • pp.491-501
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    • 2019
  • Variational methods, which cast deformation as an energy-minimization problem, are known to provide a good trade-off between practicality and speed. However, the time required to deform a fully detailed shape means that these methods are largely unsuitable for real-time applications. We simplify a 2D shape into a curve skeleton, which can be deformed much more rapidly than the original shape. The curve skeleton also provides a simplified control for the user, utilizing a small number of control handles. Our system deforms the curve skeleton using an energy-minimization method and then applies the resulting deformation to the original shape using linear blend skinning. This approach effectively reduces the size of the variational optimization problem while producing deformations of a similar quality to those obtained from full-scale nonlinear variational methods.