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三维图形引擎中骨骼蒙皮动画的一种实现方法 被引量:8

Research and Implementation of Skinned Mesh Character Animation in 3D-Graphic Engine
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摘要 提出了三维图形引擎中骨骼蒙皮动画的一种实现方法,即将现有的关节动画与单一网格动画相结合,利用骨架的继承变换和顶点混合技术使骨骼蒙皮动画平滑逼真。实验表明该方法有良好的显示效果,并具有较好的实时性,且占用的存储空间不大,能够满足当前三维图形引擎对动画技术的要求。 This paper proposes an implement scheme of skinned mesh character animation in 3 D-Graphic engine, it combines single mesh animation with joint animation, which utilizes skeleton inherited transform and vertex blending to make the animation smooth. The experimental result shows that it has good performance and real-time character, and uses little memory. It can fit the demand for animation in nowadays 3D-Graphic engine.
出处 《计算机应用研究》 CSCD 北大核心 2006年第12期349-350,356,共3页 Application Research of Computers
基金 信息产业部电子信息产业发展基金资助项目 成都市科技局科技计划课题项目(CK0404)
关键词 三维图形引擎 骨骼蒙皮动画 组合变换矩阵 关键帧 顶点混合 3D-Graphic Engine Skinned Mesh Character Animation Combined Transform Matrix Key Frame Vertex Blending
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参考文献7

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  • 2Luna F.Skinned Mesh Character Animation with Direct3D 9.0[J].MSDN Magazine,2004,(6):18-26.
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