Invention Grant
US07859538B2 Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine
有权
将网格的变形数据转换为运行时计算机图形动画引擎中的骨架,蒙皮和阴影的动画数据
- Patent Title: Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine
- Patent Title (中): 将网格的变形数据转换为运行时计算机图形动画引擎中的骨架,蒙皮和阴影的动画数据
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Application No.: US11496241Application Date: 2006-07-31
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Publication No.: US07859538B2Publication Date: 2010-12-28
- Inventor: Michael Isner , Javier Nicolai von der Pahlen , Thomas Ho-min Kang
- Applicant: Michael Isner , Javier Nicolai von der Pahlen , Thomas Ho-min Kang
- Applicant Address: US CA San Rafael
- Assignee: AUTODESK, Inc
- Current Assignee: AUTODESK, Inc
- Current Assignee Address: US CA San Rafael
- Agency: Patterson & Sheridan, LLP
- Main IPC: G06T15/70
- IPC: G06T15/70

Abstract:
Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.
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