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).

提速啦:美国多IP站群云服务器 8核8G 10M带宽 7IP 88元/月

提速啦(www.tisula.com)是赣州王成璟网络科技有限公司旗下云服务器品牌,目前拥有在籍员工40人左右,社保在籍员工30人+,是正规的国内拥有IDC ICP ISP CDN 云牌照资质商家,2018-2021年连续4年获得CTG机房顶级金牌代理商荣誉 2021年赣州市于都县创业大赛三等奖,2020年于都电子商务示范企业,2021年于都县电子商务融合推广大使。资源优势介绍:Ceranetwo...

BGP.TO日本和新加坡服务器进行促销,日本服务器6.5折

BGP.TO目前针对日本和新加坡服务器进行促销,其中日本东京服务器6.5折,而新加坡服务器7.5折起。这是一家专门的独立服务器租售网站,提供包括中国香港、日本、新加坡和洛杉矶的服务器租用业务,基本上都是自有硬件、IP资源等,国内优化直连线路,机器自动化部署上架,并提供产品的基本管理功能(自助开关机重启重装等)。新加坡服务器 $93.75/月CPU:E3-1230v3内存:16GB硬盘:480GB ...

棉花云1折起(49元), 国内BGP 美国 香港 日本

棉花云官网棉花云隶属于江西乐网科技有限公司,前身是2014年就运营的2014IDC,专注海外线路已有7年有余,是国内较早从事海外专线的互联网基础服务提供商。公司专注为用户提供低价高性能云计算产品,致力于云计算应用的易用性开发,并引导云计算在国内普及。目前公司研发以及运营云服务基础设施服务平台(IaaS),面向全球客户提供基于云计算的IT解决方案与客户服务(SaaS),拥有丰富的国内BGP、双线高防...

solved为你推荐
美国vps服务器美国VPS服务器哪家的速度快全能虚拟主机那家虚拟主机服务商比较不错,比较有名?虚拟主机购买虚拟主机需要购买吗?我想自己做个网站,只买了域名了,请问还需要怎么做呢?网络服务器租用租网络服务器在哪些平台比较合适?网站服务器租用公司想建个网站,请问租服务器按年收费是多少钱com域名注册com域名注册要注意哪些情况啊?我想现在注册一个com域名~美国服务器托管美国服务器租用有哪些系列?北京虚拟主机租用北京云主机租用哪家资质正规,价格便宜,服务好?要真云主机不要那种vps的假云主机,机房要在北京的!windows虚拟主机win10用什么虚拟机好长沙虚拟主机长沙IDC,求长沙本地虚拟主机,大伙推荐推荐
域名购买 windows虚拟主机 tk域名注册 电信服务器租赁 工信部域名备案查询 花生壳免费域名 awardspace godaddy优惠码 2017年黑色星期五 500m空间 php空间申请 双11秒杀 中国电信测速网 中国网通测速 Updog 常州联通宽带 韩国代理ip lamp是什么意思 万网注册 卡巴斯基试用版下载 更多