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自主非玩家角色面部行为的实现
引用本文:黄向阳,尹怡欣,曾广平,涂序彦.自主非玩家角色面部行为的实现[J].计算机工程与设计,2006,27(22):4175-4177,4182.
作者姓名:黄向阳  尹怡欣  曾广平  涂序彦
作者单位:北京科技大学,北京,100083
摘    要:为了用自主非玩家角色(ANPC)来实现游戏里的人工智能,提出了一种“模型.视图.控制器(VC),的设计模式来实现此类ANPC,该模式将AI从游戏引擎中分离出来。用一种混合变形顶点着色(BMVS)技术实现ANPC的面部行为,该技术可以把各个行为动画,如眨眼、微笑、视位(visemes),混合形成整个面部行为动画。采用顶点着色技术,不用锁定顶点缓存和新建混合后形成的网格(mesh),因而能提高动画渲染效率。

关 键 词:游戏人工智能  人脸动画  视位  唇动合成  顶点着色
文章编号:1000-7024(2006)22-4175-03
收稿时间:2005-09-29
修稿时间:2005-09-29

Implementation of facial behavior for autonomous nonplayer characters
HUANG Xiang-yang,YIN Yi-xin,ZENG Guang-ping,TU Xu-yan.Implementation of facial behavior for autonomous nonplayer characters[J].Computer Engineering and Design,2006,27(22):4175-4177,4182.
Authors:HUANG Xiang-yang  YIN Yi-xin  ZENG Guang-ping  TU Xu-yan
Affiliation:University of Science and Technology, Beijing 100083, China
Abstract:Autonomous nonplayer characters(ANPC) are proposed to apply in game AI,therefore the model-view-controller(MVC) design pattern is used to separate AI from game engine.Facial behavior for ANPC is implemented by blending morph vertex shader(BMVS) technique in which the meshes of previously created animations,such as blinking,smile and visemes,can be blended to form new and unique animations on the fly and in real time.It's all happening in line with the vertex shader,no more locking and rebuilding a morphing mesh each frame.
Keywords:game ai  facial animation  viseme  lip-motion synthesis  vertex shader
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