710 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Fast Simulation of Skin Sliding

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    Skin sliding is the phenomenon of the skin moving over underlying layers of fat, muscle and bone. Due to the complex interconnections between these separate layers and their differing elasticity properties, it is difficult to model and expensive to compute. We present a novel method to simulate this phenomenon at real--time by remeshing the surface based on a parameter space resampling. In order to evaluate the surface parametrization, we borrow a technique from structural engineering known as the force density method which solves for an energy minimizing form with a sparse linear system. Our method creates a realistic approximation of skin sliding in real--time, reducing texture distortions in the region of the deformation. In addition it is flexible, simple to use, and can be incorporated into any animation pipeline

    TapMo: Shape-aware Motion Generation of Skeleton-free Characters

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    Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters

    Character customization: Animated hair and clothing

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadĂšmic: 2018/2019This project consists in designing and implementing a 3D female character editor. It is focused in modeling and animating the female character, hairstyle and clothes. This editor will be developed using the Unity 3D Game Engine. It will consist in an interface that allows changing skin and eye color, style and color of hair and, lastly, the clothes the character is to wear among a catalogue of predefined models. With each change, the character will respond with an animation in order to improve the experience of perceiving the final style of the character

    Procedural Generation of 2D Creatures

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    KĂ€esoleva bakalaureusetöö raames arendati 2D olendite genereerimise sĂŒsteem ning selle sĂŒsteemi implementatsioon programmeerimiskeeles JavaScript. SĂŒsteem tekitab mitmekesiseid olendeid ning nendega seotud andmed, sealhulgas skelett, geomeetria ja tekstuur. Bakalaureusetöö sisaldab sĂŒsteemi kirjeldust. SĂŒsteemi iga sammu kohta on vĂ€lja toodud tĂ€htsamad pĂ”himĂ”tted ning seletatud mĂ”ned implementatsiooni ĂŒksikasjad.Töös analĂŒĂŒsitakse sĂŒsteemi tervikuna ning selle implementatsiooni. Tuuakse vĂ€lja sĂŒsteemi probleemid ning nĂ”rgad kohad ja mÔÔdetakse implementatsiooni jĂ”udlust. Töö lĂ”pus tuuakse vĂ€lja sĂŒsteemi kasutusvĂ”imalused ja vĂ”imalused selle edasi arendamiseks.The purpose of this thesis is the development of a system capable of generating a large variety of 2D creatures and their associated data, such as skeletons, meshes and textures. A JavaScript implementation of the system was developed for this thesis. This thesis contains a description of the developed system and a description of each step of the generation process and its principles with some additional notes about the specifics of the implementation.The creature generation system as a whole and its implementation are analysed and their advantages and drawbacks brought out. The performance of the implementation is also tested. Several possible improvements are proposed at the end of the thesis, as well as possible uses

    Matrix-based Parameterizations of Skeletal Animated Appearance

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    Alors que le rendu rĂ©aliste gagne de l’ampleur dans l’industrie, les techniques Ă  la fois photorĂ©alistes et basĂ©es sur la physique, complexes en terme de temps de calcul, requiĂšrent souvent une Ă©tape de prĂ©calcul hors-ligne. Les applications en temps rĂ©el, comme les jeux vidĂ©o et la rĂ©alitĂ© virtuelle, se basent sur des techniques d’approximation et de prĂ©calcul pour atteindre des rĂ©sultats rĂ©alistes. L’objectif de ce mĂ©moire est l’investigation de diffĂ©rentes paramĂ©trisations animĂ©es pour concevoir une technique d’approximation de rendu rĂ©aliste en temps rĂ©el. Notre investigation se concentre sur le rendu d’effets visuels appliquĂ©s Ă  des personnages animĂ©s par modĂšle d’armature squelettique. Des paramĂ©trisations combinant des donnĂ©es de mouvement et d’apparence nous permettent l’extraction de paramĂštres pour le processus en temps rĂ©el. Établir une dĂ©pendance linĂ©aire entre le mouvement et l’apparence est ainsi au coeur de notre mĂ©thode. Nous nous concentrons sur l’occultation ambiante, oĂč la simulation de l’occultation est causĂ©e par des objets Ă  proximitĂ© bloquant la lumiĂšre environnante, jugĂ©e uniforme. L’occultation ambiante est une technique indĂ©pendante du point de vue, et elle est dĂ©sormais essentielle pour le rĂ©alisme en temps rĂ©el. Nous examinons plusieurs paramĂ©trisations qui traitent l’espace du maillage en fonction de l’information d’animation par squelette et/ou du maillage gĂ©omĂ©trique. Nous sommes capables d’approximer la rĂ©alitĂ© pour l’occultation ambiante avec une faible erreur. Notre technique pourrait Ă©galement ĂȘtre Ă©tendue Ă  d’autres effets visuels tels le rendu de la peau humaine (diffusion sous-surface), les changements de couleur dĂ©pendant du point de vue, les dĂ©formations musculaires, la fourrure ou encore les vĂȘtements.While realistic rendering gains more popularity in industry, photorealistic and physically- based techniques often necessitate offline processing due to their computational complexity. Real-time applications, such as video games and virtual reality, rely mostly on approximation and precomputation techniques to achieve realistic results. The objective of this thesis is to investigate different animated parameterizations in order to devise a technique that can approximate realistic rendering results in real time. Our investigation focuses on rendering visual effects applied to skinned skeletonbased characters. Combined parameterizations of motion and appearance data are used to extract parameters that can be used in a real-time approximation. Trying to establish a linear dependency between motion and appearance is the basis of our method. We focus on ambient occlusion, a simulation of shadowing caused by objects that block ambient light. Ambient occlusion is a view-independent technique important for realism. We consider different parameterization techniques that treat the mesh space depending on skeletal animation information and/or mesh geometry. We are able to approximate ground-truth ambient occlusion with low error. Our technique can also be extended to different visual effects, such as rendering human skin (subsurface scattering), changes in color due to the view orientation, deformation of muscles, fur, or clothe
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