针对虚拟人体模型及其运动序列提出一种简化方法.首先在人体骨架节点(关节)等基本模型表面附近添加环形约束,结合Qslim算法生成基本简化模型;其次利用顶点混合方法从基本简化模型生成简化序列.实验结果表明。该方法可生成逼真的简化运动序列,且在简化过程和LOD控制过程中均独立于具体运动序列,适合规模群体的实时驱动.
The paper proposes a new method for simplification to virtual human and its motion sequences. By the method, firstly, a simplified base model is generated using Qslim but with ring-like constraints at the base model surfaces around skeleton nodes (i. e. joints). Then simplified sequences from the simplified base model could be generated by using vertex blending. Experiments show that the proposed method can generate faithful simplification result of animation sequences. Besides, the algorithm is independent of any concrete animation sequence for both the simplification and LOD controlling process, so it is suitable for crowd, rendering in real time.