skeletal animation
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2021 ◽  
Vol 40 (2) ◽  
pp. 549-561
Author(s):  
Damien Rohmer ◽  
Marco Tarini ◽  
Niranjan Kalyanasundaram ◽  
Faezeh Moshfeghifar ◽  
Marie-Paule Cani ◽  
...  
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Author(s):  
Wenrui Bao

With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.


2020 ◽  
Vol 0 (0) ◽  
Author(s):  
Yutaka Ueno ◽  
Shinya Muraoka ◽  
Tetsuo Sato

AbstractWe apply a skeletal animation technique developed for general computer graphics animation to display the dynamic shape of protein molecules. Polygon-based models for macromolecules such as atomic representations, surface models, and protein ribbon models are deformed by the motion of skeletal bones that provide coarse-grained descriptions of detailed computer graphics models. Using the animation software Blender, we developed methods to generate the skeletal bones for molecules. Our example of the superposition of normal modes demonstrates the thermal fluctuating motion obtained from normal mode analysis. The method is also applied to display the motions of protein molecules using trajectory coordinates of a molecular dynamics simulation. We found that a standard motion capture file was practical and useful for describing the motion of the molecule using available computer graphics tools.


2017 ◽  
Vol 2017 ◽  
pp. 1-10 ◽  
Author(s):  
Bin Zhang ◽  
Shuang Wang ◽  
Yuting Liu ◽  
Huayong Yang

As the advances in computer control technology keep emerging, robotic hydraulic excavator becomes imperative. It can improve excavation accuracy and greatly reduce the operator’s labor intensity. The 12-ton backhoe bucket excavator has been utilized in this research work where this type of excavator is commonly used in engineering work. The kinematics model of operation device (boom, arm, bucket, and swing) in excavator is established in both Denavit-Hartenberg coordinates for easy programming and geometric space for avoiding blind spot. The control approach is based on trajectory tracing method with displacements and velocities feedbacks. The trajectory planning and autodig program is written by Visual C++. By setting the bucket teeth’s trajectory, the program can automatically plan the velocity and acceleration of each hydraulic cylinder and motor. The results are displayed through a 3D entity simulation environment which can present real-time movements of excavator kinematics. Object-Oriented Graphics Rendering Engine and skeletal animation are used to give accurate parametric control and feedback. The simulation result shows that a stable linear autodig can be achieved. The errors between trajectory planning command and simulation model are analyzed.


Author(s):  
Jianping Cai ◽  
Feng Lin ◽  
Hock Soon Seah

2014 ◽  
Vol 536-537 ◽  
pp. 386-389
Author(s):  
Kong Kai Xie ◽  
Yan Chun Shen ◽  
Li Ni Ma

According to the poor code quality,low render low efficiency, and limited scalability of virtual human drive mechanism and other problems, 3D rendering engine Open Scene Graph(OSG) has realized the efficient simulation and expression of virtual human action.Firstly, on the basis of the skeletal animation and spherical interpolation algorithm to achieve the virtual human motion animation.Then design the generating methods of the virtual facial expression animation related to the behavior consciousness by using three Bessel interpolation algorithm and based on deformation animation technology.Finally by using the animation technology in the OSG,the synthesis of virtual human motion and expression is realized based on the parameter control.Experience confirms that under the same number of scene nodes, using OSG engine code is more concise, and render faster.


Author(s):  
С.А. Ивлиев ◽  
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А.А. Павельев ◽  
Н.Ю. Рязанова ◽  
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...  
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2013 ◽  
Vol 433-435 ◽  
pp. 434-437
Author(s):  
Na Jiang ◽  
Wei Zhao

For taking the advantages of skeletal animation, different model should be treated separately during the drawing process. For the sophisticated character, skeletal animation can apply binary compression and the method of saving common sequence. Meanwhile, draw the advanced programmable GPU technology into the progress of dealing with the updating of skeletal animation vertex, then analysis and comparison its performance. The results show that the new algorithm will greatly reduce RAM utilization. And the introduction of GPU computing method can perfectly assist the CPU to complete a large number of graphics operations, reducing CPU utilization, thereby improve the efficiency of skeletal animation rendering fundamentally.


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