situationsolved
solved 时间:2021-01-17 阅读:(
)
Page1of4DanMorris'snoteson:EigenSkin:RealTimeLargeDeformationCharacterSkinninginHardwarePaulKry,DougJames,DineshPaiThebigpictureoWehavesome"skeleton"thatweknowhowtomovearound.
Intheirexample,it'sactuallytheskeletonofahand,butitcouldbeanysetoffixedrigidobjectsthatareattachedtoeachother.
Thewholepaperassumesthatmovingthesethingsaroundisasolvedproblem.
oWehavesome"softtissue"ontopoftheskeleton.
Weknowwhereeachvertexisatrest,butwewanttoputitatanice-lookingplaceasthebonesmovearound.
Notopologychanges,nonewverticesorremovedvertices.
SSD(skeletal-subspacedeformation)oWhat'sthesimplestpossibleapproachtomovingverticesaroundwithanunderlyingskeletonTheabsolutesimplestapproachistosaythateachvertexisjustattachedtoonebone,andwhereverthatbonemoves,thevertexmoveswithit.
Inotherwords,eachvertexstoresitspositionrelativetooneofthebonesandisrenderedinthelocalreferenceframeofthatbone.
I'llcallthis"stupidskeletaldeformation".
What'swrongwiththisTypicallytissuesactuallydeformasanunderlyingbonemovesaround,especiallyneartheintersectionoftwobones.
Thismethoddoesn'tcapturethis(verticesnevermoverelativetotheirneighbors),sotissueneverdeforms,andsometissuewouldjustpenetrateinsideneighboringtissuewhenajointmoved.
Thisisexactlythesameasusingyourfavoriterigidmeshclasstorepresentverticesandskippingthebonealtogether.
JustrotateandtranslateyourCMesh'sinsteadofyourbones.
Figure1:The"Morrisalgorithm"for"stupidskeletaldeformation.
"Eachstraightlineisabone,andeachcurveisasofttissuemesh,inwhicheachvertexis"attached"toexactlyonebone.
Notethatthesofttissuespenetrateeachother.
ThesituationwouldbeevenmessierifIdidn'thavethebigdiscontinuityinthemiddleofthe"surface".
Page2of4oWhat'sthenextstepupfromthisLet'ssayeachvertexstoresacouplepiecesofinformation…ifI'mavertex,Iknowwhichbonesmightaffectmyfinalposition,howfarIamfromeachofthosebonesatrest,andhow"important"eachboneisindecidingmyfinalposition(i.
e.
Istorea"weight"foreachbone).
WhenIgotorendermyself,Ileteachbone"vote"formycurrentposition,likethis://Mypositioninworldspacepositionp=(0,0,0);foreachbonethataffectsme{findthisbone'scurrenttransformation(positionandrotation);findmyownpositionrelativetothisboneatrest;transformthispositionintotheglobalreferenceframe;multiplythisglobalpositionbymy"weight"forthisbone;addthispositiontop;};glVertex3f(p.
x,p.
y,p.
z);This(Ithink)isthe"skeletalsubspacedeformation"algorithm(SSD)It'simportantthatverticesnearajointhaveroughlyequalweightsforbothbonestheylivenear.
Verticesinthemiddleoftheboneareprobablyaffectedonlybythatbone.
Theeffectisthatthere'snofunnyself-collision,sinceverticesnearthejointsareinterpolatedbetweenjoints.
Infact,forthispaper,theirSSDweightsarejustderivedbasedondistancetoabone…ifI'mclosetoaboneinanearest-pointsense,itgetsahighweight.
Asbonesgetfartheraway,theygetlowerweights.
Abovesomethresholddistance,abonedoesn'taffectmeatall.
oSSDisgoodenoughforalotofapplications.
It'seasytoimplementandavoidscertainawkwardself-collisions.
Page3of4oAnothernicepropertyofSSDisthattheonlythingsIhavetodoonlineforeachvertexareadditionsandmultiplicationsofsomeknownconstants.
Theonlythingsthatchangefromvertextovertexarethevertexpositionandtheweight,whichmakesthisreallyeasytodoinavertexshader(Icanfeedtheweightinatextureorwhatever).
Iputtherelevantbonepositionsinglobalmatrices,andsendawholebunchofverticesdownthepipe.
EigenskinoButtheauthorsarenothappywithSSD…ithasnophysicalbasisandgivesstrange"bulging"deformationsnearjoints.
oSoI'mgoingtoproposeanewapproach,called"theMorrisalgorithmforstupidvertexsuperposition".
ForgetSSDentirely,andtrytodothis:Runasuper-fancyFEMsimulationofyourskeletonoffline,andtrackthepositionofeachvertexinawholebunchofdifferenthandpositions.
Trytolearnsomesetofweightsateachvertexthattellsyouthepositionofthatvertexasalinearfunctionofeverybonepositionandrotation.
Whenyourenderinreal-time,justmultiplytheweightsbythebonepositions/rotationsandvoila,youhavevertexpositions.
oConceptually,thisisokay.
Inpractice,it'sjusttoomuchinformationtorepresentwithlinearsuperpositionandsimpleweights,andthelearningproblemisjusttoohard.
oInstead,theauthorsrealizethatSSDis"prettyclose".
Soinsteadoftryingtogoofflineandbuildalinearmapfrombonepositiontovertexposition,theyjustplantorunSSDonline,anduseafancyofflinesimulatortobuildalinearmapfrombonepositiontoSSDerror.
Soooooooclever.
oThenwhenwerunitonline,wejusthaveafewmoremultiplicationstodo,butwestillbasicallyhaveasimplelinearfunctionwithlimitedper-vertexdatathatwecanruninavertexshaderprogram.
oInfact,usingofflinesimulationtolearnSSDerrorinsteadofabsolutepositionisthekeyinsightinthispaper.
ThelearningitselfisbasicallyjustSVD:Foreachjoint,collectabunchofsample"poses"(boneconfigurations)andalltheassociatedvertexpositionsfromyourfancyFEMprogram(theycleverlyonlyusetheverticesthatareaffectednoticeablybymovingagivenjoint).
RemembertowritevertexpositionsasoffsetsfromwhatyouwouldgetifyouusedSSD.
PutallthevertexpositionsforeachposeinabigmatrixTaketheSVDofthatmatrix.
Nowyouhaveasetof"eigendisplacements"(fundamentaldisplacementscausedbymovingthisjoint)and–foreachPage4of4vertex–itsexactdisplacementineachposeintermsoftheseeigendisplacements.
Again,rememberthatdisplacementsareallrelativetotheSSD-basedpositions.
AswealwaysdowithSVD,throwoutthelowsingularvaluesandalltheirassociateddisplacements.
Weusuallydoittosavespace,butherewedoitbecausewehavealimitednumberofmultiplicationswecanperforminthegraphicshardwarethatwe'reultimatelygoingtouseforrendering.
Afootnote…notethatIsay"foreachjoint"atthebeginningofthisbulletedlist.
Theychoosetorepresenteachvertex'sdisplacementduetoeachjointindependently,sothismethodwouldn'tworkiftherewerecomplexornon-lineareffectsinvolvingmultiplejoints.
oWhenwerendereachvertex,we'llloaduptheeigendisplacementbasis(whichwegotfromourSVD)forthatvertexandthecurrentboneconfigurationforrelevantbones,andletthehardwaredothelinearsuperposition.
Thenwe'llrunSSDandaddtheresulttowhatwegotfromoureigenstuff.
oOneinterestingpointcomesupthat'srelatedspecificallytotheimplementationingraphicshardware.
Foreachvertex,Icanonlyfit64floats(atthetime)ofper-vertexdata,plussomeglobaldatathatdoesn'tchangefromvertextovertex(likematrixtransformations).
TheyconcludethatIcanfitroughly10eigendisplacementspervertex.
SohowdoIallocatethatspaceIfavertexwasaffectedbyjustonesinglebone,Iwoulduseall10spotstostoredisplacementsrelatedtothatbone(meaningIcouldusethefirst10singularvaluesfrommySVD).
Ifavertexisaffectedbytwobones,doItakefivesingularvalues(eigendisplacements)fromeachboneIcould,orIcoulddofourandsix,basedonthemagnitudeoftherelevantdisplacementsorsingularvalues.
Theydon'treallyspeculateonthatmuch,buttheydoimplyintheirconclusionthattheyendupusingjustoneortwosingularvaluesfromeachjointforagivenvertexinsomecases(probablybecausethatvertexwasaffectedbyfiveortendifferentjoints).
百纵科技湖南百纵科技有限公司是一家具有ISP ICP 电信增值许可证的正规公司,多年不断转型探索现已颇具规模,公司成立于2009年 通过多年经营积累目前已独具一格,公司主要经营香港服务器,香港站群服务器,美国高防服务器,美国站群服务器,云服务器,母机租用托管!美国CN2云服务器,美国VPS,美国高防云主机,美国独立服务器,美国站群服务器,美国母机。美国原生IP支持大批量订货 合作 适用电商 亚马逊...
百纵科技:美国高防服务器,洛杉矶C3机房 独家接入zenlayer清洗 带金盾硬防,CPU全系列E52670、E52680v3 DDR4内存 三星固态盘阵列!带宽接入了cn2/bgp线路,速度快,无需备案,非常适合国内外用户群体的外贸、搭建网站等用途。官方网站:https://www.baizon.cnC3机房,双程CN2线路,默认200G高防,3+1(高防IP),不限流量,季付送带宽美国洛杉矶C...
整理一下CloudCone商家之前推送的闪购VPS云服务器产品,数量有限,活动推出可能很快机器就售罄了,有需要美国便宜VPS云服务器的朋友可以关注一下。CloudCone怎么样?CloudCone服务器好不好?CloudCone值不值得购买?CloudCone是一家成立于2017年的美国服务器提供商,国外实力大厂,自己开发的主机系统面板,CloudCone主要销售美国洛杉矶云服务器产品,优势特点是...
solved为你推荐
php虚拟主机求php虚拟主机提供商。。。哪里的 好,价格也优惠的美国vps服务器美国VPS服务器中,Linode和FDC哪个好? 哪个更快更稳定虚拟主机购买虚拟主机哪里购买的好?vpsVPS是干嘛用的?台湾主机台湾的电脑硬件比韩国,日本,美国强?asp虚拟空间ASP空间是什么意思?网站空间租用公司网站租用什么样的网站空间合适便宜虚拟主机麻烦各位给我推荐一个比较便宜的虚拟主机,要质量好的。谢谢大家了河南虚拟主机新网的虚拟主机怎么样?中文域名中文域名有哪写类型?
双线vps ftp空间 大硬盘 香港机房 163网 godaddy续费优惠码 域名评估 域名接入 国外代理服务器软件 南通服务器 vip购优惠 最好的qq空间 最漂亮的qq空间 腾讯总部在哪 1元域名 湖南idc lamp是什么意思 宿迁服务器 nnt fatcow 更多