GPU를 이용한 3차원 캐릭터의 빠른 2차 피부 변형 계산
Computing Fast Secondary Skin Deformation of a 3D Character using GPU
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초록
본 논문에서는 GPU 의 정점 셰이더에서 각 정점별 질량-스프링 모의 실험을 수행하여, 매우 빠른 속도로 피부의 2차 변형을 표현하는 새로운 방법을 제안한다. 3 차원 캐릭터의 각 피부 정점에 대해, 길이가 0인 스프링으로 가상 정점을 연결하고, 캐릭터 동작에 따라서 피부 정점의위치 및 속도가 변화하면, 질량-스프링 모의 실험을 통해 렌더링될 가상 정점의위치를 GPU 의 정점 셰이더를 사용하여 병렬적으로 계산한다. 본 논문에서 제시하는 방법을 통해피부의재질 특성을 반영하는 2차 변형을 매우빠르게표현할수 있으며, 각피부 정점에 제안한방법을 동적으로적용하면 전통적인 2차원애E메이션에서 관찰되는 수축-팽창(squash-and-stretch), 추종(follow-through) 과같은 효과도매우빠른 연산 시간에 효과적으로표현할수 있다. 따라서 본논문의 결과는 게임과같은 실시간응용분야에서 가상 캐릭터의 피부 변형을 표현하는데 효과적으로사용될 수 있다.
Abstract
This paper presents a new method to represent the secondary deformation effect using simple mass-spring simulation on the vertex shader of the GPU. For each skin vertex of a 3D character, a zero-length spring is connected to a virtual vertex that is to be rendered. When a skin vertex changes its position and velocity according to the character motion, the position of the corresponding virtual vertex is computed by mass-spring simulation in parallel on the GPU. The proposed method represents the secondary deformation effect very fast that shows the material property of a character skin during the animation. Applying the proposed technique dynamically can represent squash-and-stretch and follow-through effects which have been frequently shown in the traditional 2D animation, within a very small amount of additional computation. The proposed method is applicable to represent elastic skin deformation of a virtual character in an interactive animation environment such as games
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