EP0840256A2

Apparatus and method for generating skeleton-based dynamic picture images as well as medium storing therein program for generation of such picture images

Abstract

Enabling an animation character object, which is pictorially deformed by computer graphics techniques to visually represent human body or animal or the like in the form of a caricature or model, to offer precise and more natural motions at its selected constituent portions that have inherently no joints and no bones by giving thereto joints and skeletons. To this end, apparatus and method for generating skeleton-based animation images in accordance with the principles of the invention include solving means as follows. A face section of a cubic character object is provided with auxiliary skeletons as vertically coupled together. Skeletons are provided which extend from respective endpoints of such auxiliary skeletons and are coupled defining an umbrella shape as a whole. These skeletons are associated with models each consisting of an ensemble of polygons for rendering the character deformable by changing rotation amount of each skeleton.

EP0840256A2, drawing sheet 1
Sheet 1 of 29

Term

Term ended

Projected expiry passed 30 October 2017, 8.9 years ago.

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11 claims: 6 independent, 5 dependent

  1. 1
    Apparatus for generating a skeleton-based movable picture image comprising storage means (30) for storing therein spatial coordinate data of skeletons (SK) coupled together and models (M) associated with respective skeletons, and calculator means (1, 3) for sequentially taking the skeletons out of said storage means (21) in a predefined order and for calculating based on resultant data the display position of a model associated with each skeleton on a two-dimensional display screen, characterized in that said storage means (30) stores an auxiliary skeleton (SK21-SK23, SK31, SK50, SK62, SK70, SK80-82) not relating to a model (M) at certain location corresponding to an immediate upstream side of a lowest stream of skeleton.
  2. 2
    Apparatus for generating a skeleton-based dynamic picture image comprising storage means (30) for storing therein skeletons (SK) as provided for defining relative positional attitude of polygons acting as display elements of a character (40, 60, 70, 80) and a model essentially consisting of a predefined number of polygons as associated with each said skeleton, and arithmetic processor means (1, 3) responsive to rotation amount data supplied in accordance with operation of an operation member (22) as one of elements defining the skeletons, for calculating the display position of a model associated with each skeleton on a two-dimensional display screen, characterized in that a constituent portion comprises one or a specified number of models (M) is deformable, and that each skeleton corresponding to the constituent portion are stored in said storage means (30) in a mutually related manner thereby rendering the rotational amount data for movement of a corresponding model readable in a timebase direction.
  3. 8
    A method for generating a skeleton-based dynamic picture image by sequentially fetching data of skeletons (SK) coupled together in a predefined order and then calculating based on resultant data the display position of a model (M) associated with each skeleton on a two-dimensional display screen, characterized in that said method comprises the steps of placing an auxiliary skeleton (SK21-SK23, SK31, SK50, SK62, SK70, SK80-82) with no relevancy to models at a specific position on an immediate upstream side of a lowest stream of skeleton, and successively performing fetch or acquisition of data of the lowest stream of skeleton after completion of fetching of the auxiliary skeleton.
  4. 9
    A method for generating a skeleton-based dynamic picture image comprising the steps of providing one or more skeletons (SK) for use in defining relative positional attitude of polygon serving as display elements of a character object, causing each skeleton to be associated with a model (M) essentially consisting of an ensemble of a predefined number of polygons, and calculating based on rotational amount data given in response to an operation as one element for definition of the skeleton the display position of a model associated with each skeleton on a two-dimensional display screen, characterized in that said method further comprises the steps of defining as part of the character object (40, 60, 70, 80) a deformable constituent portion configured of one or a plurality of models, adding timebase rotational amount data to each of the skeletons (SK) corresponding to the constituent portion, and effectuating deformation with corresponding models (M) being associated with each other.
  5. 10
    A medium storing therein a program for generating a skeleton-based dynamic picture image by sequentially fetching data of skeletons (SK) coupled together in a specified order of sequence and then calculating the display position of a model (M) associated with each skeleton on a two-dimensional display screen, characterized in that an auxiliary skeleton (SK21-SK23, SK31, SK50, SK62, SK70, SK80-82) with not relating to models (M) is placed at certain location in the immediate upstream of a lowest stream of skeleton while causing fetch of data of the lowest stream of skeleton to be performed in a way successive to fetching of the auxiliary skeleton data.
  6. 11
    A medium storing therein a program for generation of a skeleton-based dynamic picture image by providing one or several skeletons (SK) for use in defining relative positional attitude of polygons acting as display elements of a character object (40, 60, 70, 80), causing each said skeleton (SK) to be associated with a model (M) essentially consisting of an ensemble of predefined number of polygons, and calculating based on rotational mount data given in response to an operation as one of elements defining the skeletons (SK) the display position of a model (M) associated with each skeleton on a two-dimensional display screen, characterized in that the program further comprises the steps of defining as part of the character object (40, 60, 70, 80) a deformable constituent portion structured from one or a specified number of models (M), adding timebase rotation amount data to each of those skeletons (SK) corresponding to the constituent portion, and allowing corresponding models (M) to exhibit mutually related motions.