Research Article
Multivisual Animation Character 3D Model Design Method
Based on VR Technology
Leiming Li,
1Wenyao Zhu,
2and Hongwei Hu
31College of Art, South China Agricultural University, GuangZhou 510642, China 2College of Engineering, Lishui University, Lishui, Zhejiang 323000, China 3Graduate School of Design, Chosun University, Gwangju 61452, Republic of Korea
Correspondence should be addressed to Hongwei Hu; [email protected]
Received 17 March 2021; Revised 7 April 2021; Accepted 10 April 2021; Published 21 April 2021 Academic Editor: Zhihan Lv
Copyright © 2021 Leiming Li et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.
1. Introduction
Virtual reality (VR) is a computer simulation system that can create a virtual environment. People can interact with the computer-generated three-dimensional environment. Vir-tual reality technology is the fusion of multiple key tech-nologies, including real-time computer graphics technology, three-dimensional modeling and rendering technology, binocular stereo vision technology, visual animation tracking technology, and sensory feedback and network transmission technology [1]. With the rapid development of the animation industry, higher requirements are put forward for the imaging quality and visual display effects of ani-mation. The construction of multivisual animation character 3D models, combined with virtual reality and visual sim-ulation technology, carries out multivisual animation character 3D model design. It can improve the visual display and dynamic analysis capabilities of animated characters [2].
In the visual simulation model of virtual reality, the 3D model of multivisual animation characters is established, and the method of image three-dimensional reconstruction and visual space reorganization is used to construct the 3D model of multivisual animation characters to improve the 3D visual effects of multivisual animation characters and related multivision The study of 3D model design methods of animated characters is of great significance in the pro-duction and application of animation [3].
With the increasing maturity of computer technology, VR technology has been more widely used, and the virtual space constructed by it is more realistic and multisensitive [4]. Some of the virtual spaces constructed through VR technology reproduce the real objects, but they exist in the imaginary interval. For example, building simulations and car driving simulations are “real object reproductions,” while some VR games and VR animations are creations by personnel using their imagination [5]. The realization of VR
Volume 2021, Article ID 9988803, 12 pages https://doi.org/10.1155/2021/9988803
technology requires the support of computer programs. It is far from enough to rely on a single operating system pro-gram. It is also necessary to obtain human sensory infor-mation through computer sensors and to fuse this information with computer programs to change the purpose of sensory experience [6]. Three-dimensional animation design technology is also a design method that uses com-puter programs to achieve “three-dimensional” effects. When using 3D animation design, the first step is to con-struct a 2D image of the target image through a computer program. The 2D image here is not only one perspective, but is constructed from multiple perspectives. The more per-spectives, the more dynamic the construction is, the more real the image is [7]. Secondly, adjust the size of each image against the real object, construct the motion trajectory by observing the movement of things, and then convert it into the corresponding design parameters; finally, the environ-ment where the construction target is located is also con-verted into specific elements, such as luminosity, but there are still many problems that need to be solved urgently [8]. In the 3D design of the multivisual animation character 3D model, the real-time visual simulation rendering soft-ware Vega Prim is used to construct the entity model of the multivisual animation character 3D model [9]. This paper proposes a multivisual animation character 3D model design method based on VR technology. For the VR system, one of its core parts is to present a real and immersive simulation environment to people. The main research content and work performed in this paper include the following aspects: (1) research on the basic graphics rendering pipeline process and analyze and study the various stages of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. (2) Research the repre-sentation methods of three-dimensional objects and several methods and techniques for modeling solid objects, in-cluding polygons, splines, and parametric surfaces in boundary representation methods. Combined with the de-velopment needs of the subject, the principles of 3D ani-mation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. (3) Researched and introduced binocular stereo vision tech-nology, including the basic principles of stereo vision, head-mount display (HMD) calibration, and visual animation tracking. The binocular stereo vision optical system of HMD was designed, and the system was tested and compared. (4) Based on the 3D graphics engine, design and develop virtual multivisual animation scene applications. Use the designed 3D model to build the scene and render the scene with the help of several commonly used rendering techniques in the Unity engine, such as texture mapping, material, lighting calculation, transparency effect, and shadow calculation. (5) Run simulation on the developed virtual reality multivisual animation scene and perform performance analysis and performance optimization. Finally, publish the application to the mobile platform. In this paper, by designing a
binocular stereo vision optical system, combined with the
developed virtual multivisual animation scenes, an
immersive visual experience and practical visual commu-nication are realized. Based on the 3D graphics engine, we design and develop virtual multifield animation scene ap-plications. Use the designed 3D model to layout the scene, and at the same time, use multiple commonly used ren-dering techniques in the Unity engine to render the scene, such as texture mapping, material, lighting calculation, thickness effect, and shadow calculation. At the same time, the simulation is run on the developed virtual reality multivisual animation scene, and performance analysis and performance optimization are performed. This article also reflects the application of virtual reality in the real estate industry from the side, so it has realistic value and appli-cation prospects. The boundary volume model design technology is used to reconstruct the 3D modeling of the multivisual animation character 3D model, the multivisual animation character 3D model design is carried out in the VR environment of virtual reality, and finally the simulation test analysis is carried out.
2. Related Work
Initially, Aberman [10], director of the US ARPA Infor-mation Processing Technology Office (IPTO), proposed to represent the real virtual world through HMD, enhanced stereo sound, and tactile feedback; users can interact with objects in the virtual world in a realistic way. Through the research of his company VPL, Macdonald [11] has devel-oped a series of virtual reality devices, including simulated data gloves and “Eyephone” head-mounted displays. These devices have also become the pioneers in the field of virtual reality haptics. Sega Corporation launched stereo surround virtual reality glasses at the Consumer Electronics Show. The device is equipped with head tracking and LCD display. However, due to the difficulty of technology development, the device is still in the prototype stage [12].
Experts have proposed that penetration will help expand the aesthetics of virtual reality’s multivisual animation, which is a future development direction of VR. Illinois State University Lee [13] developed a distributed VR system that supports remote collaboration in multivisual animation design. Engineers from different countries and regions can design collaboratively in real time through a computer network. In the process of designing a vehicle, various components can share a virtual environment and can watch the video transmission and corresponding positioning di-rection of any position of the other party. Virtual prototypes are used in the system, which reduces the time for design images and new products to enter the market. Products can be estimated and tested before production, and product quality is greatly improved. Zhou [14] developed a real-time simulation system for multivisual animation in a dynamic virtual environment. In a distributed interactive simulation system, the physical characteristics of complex fluids in the real world are simulated, including simulating stirring liq-uids, simulating mixed liquids of different colors, simulating mixed multivisual animation, and simulating the mutual
influence of fluids. However, the system has some limita-tions, such as not being used for any precise engineering purposes. Yang [15] launched a pilot project of “Virtual Animated Character Exploration,” which enables the “Virtual Explorer” (iVurtalExPlorer) to use virtual envi-ronments to investigate remote areas. Now, NASA has established an aviation and satellite maintenance VR training system, a space station VR training system, and has established a VR multivisual animation three-dimensional system that can be used nationwide. Ulvi [16] mainly re-searches molecular modeling, virtual reality, animation simulation, architectural simulation, etc. In terms of display technology, UNC has developed a parallel processing system called PixelPlanes to help users build real-time dynamic displays in complex scenes. There are also research groups that have successfully used computer graphics and VR equipment to discuss issues related to multivisual animation. They used data gloves as a tool to graphically represent hand movements on the computer in real time; they also suc-cessfully used VR. The technology is applied to the operation of multivisual animation and pioneered the VR multivisual animation simulation method [17]. Massachusetts Institute of Technology is a scientific research institution that has been at the forefront of the latest technology. They were originally the pioneers in the research of artificial intelli-gence, robotics, computer graphics, and animation. These technologies are the basis of VR technology. A few years ago, a media laboratory was established to conduct formal re-search on virtual environments. The media laboratory has established a test environment called BOILO for exper-imenting with different graphics simulation techniques. Using this environment, MIT established a dynamic system for tracking object motion in a virtual environment. In addition, the SIR Research Center established the “Visual Perception Project” to study the further development of existing VR technology. A few years later, SRI conducted training research on military aircraft or vehicle driving using VR technology, trying to reduce flight accidents through multivisual animation simulation. The Human-Machine Interface Technology Laboratory (HrrLab) of the Wash-ington Technology Center of the University of WashWash-ington plays a leading role in the research of new concepts and is also conducting research on sensory, perception, cognition, and motor control capabilities. IHT introduces VR research into the fields of multivisual animation education, design, entertainment, and manufacturing [18].
In the first 15 years of the 21st century, virtual reality has achieved significant and rapid development. Computer technology, especially the small and powerful mobile technology, has exploded in the context of falling prices. The rise of smartphones with high-density displays and 3D graphics capabilities has enabled the realization of virtual reality devices. Compared with developed countries in Europe and America, the development time of domestic virtual reality technology and 3D graphics technology is still very short. Reality technology is still attached great im-portance, and according to the national conditions of the country, a research plan for the development of VR tech-nology has been formulated. Major domestic universities
and enterprises have also actively responded to the call of the country and carried out corresponding learning and re-search and development work. Using this system allows users to perform assembly simulation experiments, effec-tively improving the accuracy of equipment assembly and effectiveness [19]. Some digital technology companies have launched VR services, developed multiple virtual reality software and platforms, and produced multiple realistic virtual scenes for use in animation design and other fields. In the future, virtual reality technology will be more widely used in various industries, and spatial dynamic scene modeling technology, real-time computer graphics tech-nology, and large-scale network distributed virtual reality systems will also become its development trend. In recent years, three-dimensional scanning technology is being de-veloped. Three-dimensional scanning instruments can be used to detect the geometric structure and appearance data of the real world or the environment. The collected data can be used for three-dimensional reconstruction calculations to create “realistic” in the virtual world. However, it is still necessary to reorganize the virtual objects to form a whole virtual reality scene. Large-scale network distributed virtual reality systems can allow multiple users to participate in and enter the same virtual reality environment at the same time, share the virtual environment, and work together [20–25].
3. Multivisual Animation Character 3D Model
Architecture Based on VR Technology
3.1. VR Technology Realization Theory of Multivisual Ani-mation Characters. In order to realize the 3D model design of multivisual animation characters based on VR technol-ogy, the boundary volume model design technology is used to reconstruct the 3D modeling of the multivisual animation character 3D models. Combining the spatial data sampling method, analyze the overall characteristics of the multivisual animation character 3D model, import the multivisual an-imation character 3D model database into the network database, and initialize the network parameters. Use Mul-tigen Creator software to create 3D models, combined with Maya, 3 ds MAX, SoftImage 3D modeling software, to perform multilevel structural analysis of 3D models of multivisual animation characters; adopt multilevel detail (LOD) and degree of freedom control (DOF) joint control method for dynamic design and automatic compilation of 3D models of multivisual animation characters; use image fusion and high-dimensional space modeling to establish multivision dynamic image sampling models of 3D models of multivisual animation characters; use OpenFlight logical structure analysis method to establish the view area of the 3D model of the multivisual animation character which obtains the overall structure model of the 3D model design of the multivisual animation character. Use the method of mul-tidimensional spatial texture rendering and scene database importing to write multidimensional spatial visual data of multivisual animation character 3D model, establish the edge contour feature detection model of multivisual ani-mation character 3D model, and obtain multivisualanimation in the texture distribution subspace. The char-acter 3D image pixel feature distribution set is
G(u, v) � H(u, v)∗F(u, v), (1)
where H and F are the pixel intensity and edge pixel feature components of the 3D image of the multivisual animation
character; the symbol “∗” is the convolution operation.
Through the edge contour feature detection method, the vector quantization analysis of the 3D image of the multi-visual animation character is carried out, and the quantized feature distribution value of the 3D image of the visual animation is obtained. Among them, G is the energy functional of 3D images of multivisual animation characters. A priori shape model statistical analysis method is used to calibrate the pixel feature points of the 3D image of the multivisual animation character, and the statistical feature quantity obtained is u(s, t) � f(s, t) t�1 y(x) y∗(s(k − t)) 2 . (2)
In the formula, u is the image gray value. Information fusion is performed on the 3D image of the animated character through the continuous marking points of the target edge, and the distribution of the intersection curve of the contour edge is obtained as follows:
us+uv1� v∗usuv+ lim s⟶∞f s − u s uv +tlim ⟶∞f t − u s uv. (3)
The shape prior in the shape space is integrated into the 3D model to construct the target shape in the image se-quence, and the joint sparsity feature detection method is used to reconstruct the 3D image of the multivisual ani-mation character. The output is
u � (u1, u2, . . . , un), s(k)< u(k), k �1, 2, . . . , m, t(k)> u(k), k �1, 2, . . . , n. ⎧ ⎪ ⎪ ⎨ ⎪ ⎪ ⎩ (4)
In the formula, s and t are the gray-scale features in the gradient direction. Perform multidimensional spatial texture rendering of the extracted dynamic feature quantities of the 3D images of multivision animated characters. Multivisual animation character 3D model edge contour detection: establish a multivisual animation character 3D model edge contour feature detection model, combined with the volume model design method for multivisual animation character 3D model design process, texture feature distribution seg-mentation design, for multivisual animation character. The 3D image is texture rendered, and the similarity charac-teristics of the 3D image of the visual animation character are u(s, t) � lim x⟶∞ f(s) ∗s − (s +Δs) Δt . (5)
In the formula, s is the probability distribution of the texture of the target area and f(s) is the blurry vision of the multivisual animation character 3D image. Using the
background area fuzzy processing method, the information enhancement processing of the 3D image of the multivisual animation character is carried out, and the edge contour detection of the 3D image of the multivisual animation character is performed in the state space, and the charac-teristic expression is obtained as follows:
H(x, y) � t s t−1 s−1 f(x) × f(y) |x| dx∗ |x||x∪ y| |y||x∩ y|dy . (6)
Construct the multiscale feature decomposition and transformation model of the 3D image of the multivision animated character, detect the gray feature quantity of the 3D image of the multivision animated character, and divide the pixel feature points of the 3D image of the multivision animated character uniformly to obtain the multivision animated character. The information fusion output of the 3D image is H(x, y) � t s n m x∪ y x ∗f |x| |y| dx +x∩ y x ∗f |y| |x| dy . (7)
Based on the variational level set, a high-dimensional space segmentation model of the 3D image of the multi-vision animated character is established. The distribution is
H(x, y) � 1�� x √ x +1 2 + (1 − x)∗f(y) K . (8)
3.2. Multivisual Animation Graphics Output Processing. In computer graphics, a multivisual animation shader is a special type of computer program that can flexibly calculate the output rendering effect of graphics hardware. For the programmable GPU rendering pipeline, you can use the shading language for programming. By using the algorithm defined in the shader, the position information, saturation, brightness, and contrast of all pixels, vertices, and textures can be dynamically changed, and external variables can be introduced through the shader program for modification. The rendering pipeline can be understood in a different way from the previous section. Each shader provides different functions at different stages in the pipeline. It is mainly divided into vertex shader, tessellation control, shader, tessellation evaluation shader, geometry shader, and frag-ment shader. Any combination of these shaders can be used in the program, and the shader is also optional in the program, but if you are using any shader, you usually need to include a vertex shader. The output of each stage can be used as the input of the next stage. At the same time, the attribute variables and uniform variables of the vertices are set by the application. These values are usually stored in the CPU memory. The vertex shader is the most common and most commonly used 3D shader, and it runs once on each vertex of a given graphics processor. The purpose is to convert the three-dimensional coordinates of each vertex in the virtual space to the three-dimensional coordinates on the screen.
The vertex shader can manipulate attributes, such as posi-tion, color, and texture coordinates, and the result of the operation will be output to the geometry shader (if it exists) or the rasterizer. The vertex shader can control the details of position, movement, light, and color in any scene involving 3D models. In the shader pipeline, the subdivision shader immediately follows the vertex shader. They take vertex data and can insert original data or create additional vertices in the geometry. The subdivision shader can adaptively sub-divide the geometry to enhance the quality of the image. The geometry shader is executed after the vertex shader. The input accepted is a complete primitive composed of a series of vertices. These input data come from the fixed-point shader. When the subdivision shader is enabled, the input of the geometry shader will come from the fine subcalculation shader, you can change or expand the original geometry by creating new vertices, you can also create new primitives, you can calculate and determine the color of the pixel, output a single color, and you can also calculate and output texture maps, lighting, and shadows. Figure 1 shows the distribution of specific model feature layers of multiple colors that are fused with other phenomena.
When a multivisual animation three-dimensional object is represented by a multifaceted approximation, the brightness interpolation technique or surface normal in-terpolation technique is used to draw the surface, and a smooth surface drawing effect can be obtained. The success of this type of algorithm and the simple unity of the algo-rithm for dealing with polyhedron models are the reasons for the popularity of polyhedron models. In fact, many commercial animation software such as Alias, vefornt, Soiffmage, Maya, and 3DMAX all provide a means to generate polyhedral models. When drawing, the surfaces are discretized into triangles, so that the ray tracing algorithm can be used to unify the scene. To calculate, the main visual defect of the image generated by the polyhedron model is the smoothness of the contour edges. The polyhedron model can be generated interactively by the designer or generated by an algorithm after a series of discrete points are measured on the surface of the object through a three-dimensional laser scanner, or automatically generated from an implicit de-scription (such as a rotating body or an object generated by a generalized SweePign), or obtained by discrete parametric surface. The specific algorithm flow is shown in Figure 2. The information needed to draw a polyhedron is usually stored in a hierarchical structure. The first step is to brainstorm and think about the content of the scene, the path of scene switching, the interaction logic of the copywriting in the interface, and the output of planning documents. The second step is to use sketches to express the scene and output the scene schematic. The third step is that the 3D modeler conducts modeling and outputs the 3D model according to the schematic diagram of the scene. For example, each face is indexed by a pointer to a polygon table, and each polygon is defined by a pointer to a vertex table. The vertices of a polygon are usually stored only once. Use a series of po-lygonal sides instead of the polygon itself to represent an object. Each element of the edge array contains four pointers, which point to the two vertices of the
corresponding edge and the normal vectors of the two adjacent polygons. This method is more effective for rep-resenting objects, and the data structure is simpler. In real-time graphics, the rendering of the scene is mostly done by hardware Z-buffer blanking. Many graphics accelerator cards provide hardware Z-buffer blanking function. The number of triangles that can be processed per second has reached several million, and this number is still rising rapidly. Therefore, the CPU should transmit the scene data at the fastest speed to give the graphics accelerator card. Some graphics standards such as PHIGS, GL, and openGL provide triangular strips and quadrilateral strips P structures that can quickly transmit polyhedral network models. Since the data required to transmit this structure is less than that of transmitting triangles or quadrilaterals one by one, the execution efficiency of this structure is higher regardless of whether the drawing is done by hardware or software.
Since computers can only process discrete data, we must convert continuous multivisual animation functions into discrete datasets for the convenience of processing. This process is called multivisual animation collection. Usually, a matrix composed of the values of sampling points is used to represent a digital multivisual animation. Multivisual ani-mation resampling refers to the process of converting a sampled multivisual animation from one coordinate system to another. The relationship between the two coordinate systems is determined by the spatial transformation (mapping function). The basic steps of the multivisual an-imation resampling process are the output sampling grid uses the inverse mapping function to map the result to the input grid, and the result is a resampled grid. The grid indicates the location of the resampling of the multivisual animation. The input multivisual animation is sampled at these points, and the sampled values are assigned to the corresponding output multivisual animation pixels. There is a problem with this sampling process. The resampling grid does not always coincide with the sampling grid. The reason is that the range of the continuous mapping function is a set of real numbers, while the coordinates of the input grid are a set of integers. At the same time, multivisual animation reconstruction is carried out, that is, the discrete input multivisual animation sampling points are converted into a continuous surface, and then sampling is performed. Multivisual animation reconstruction is generally completed by interpolation. After the multivisual animation recon-struction is completed, it can be sampled at any position. Therefore, resampling includes two processes, namely, multivisual animation reconstruction and subsequent sampling. In order to determine the calculation method used when the value of a function is between two sampling values, curve fitting is usually used to establish a continuous function through discrete input sampling points, and any point can be obtained by using this reconstructed sampling function, so that you can not only extract the input signal at the sampling point.
3.3. Optimization of 3D Model Eigenvalues of Multivisual Animation Characters. When the complexity of the model
feature value allows, the use of multivisual animation modeling can make a part of the object represented by a curved surface. At this stage, it is relatively easy to build specific geometric models. If the model of some parts has been established in other software, the model can also be directly input into the dynamic simulation software. The 3D model framework of multivisual animation characters based on VR technology is shown in Figure 3. After the model is
established, lights should be arranged in the scene to lay a solid foundation for the material design behind. The envi-ronment is different, the method of arranging the lights is also different, but basically the three-point lighting method is used, using a main light to illuminate the entire scene, using a secondary light to increase the brightness of a local area, and using a backlight to increase the contrast of the scene. We discretely sample the image curve to obtain a set Animation object Visual space perspectiveAnimated conversionProjection
Subdivision control
Fragment coloring Subdivision
calculation Geometricshading Fragment processing Rasterization process Output integration Vertex processing Animation simulation Image simulation Quantitative analysis Role judgment Primitive layer Data layer Rendering layer Analysis layer
Multivisual animation character 3D model based on VR technology
Level 1
Level 2
Level 3
Level 4
Figure 1: Feature layer of multivisual animation character 3D model based on VR technology.
While (true)? Scene view ARSCN view.init ceneVi ew.del egate self.vie w.add Subview Bundle .main.url BM3D_Color AR world Tracking Con Tap Gesture
Start Fatal Error
SCN reference node SCN Vector 3 make SCN vector 3 make SCN scene renderer Light N ode.lig ht SCN Ve ctor3 Ambient light node UI Colo r.dark Gray Show statistics View did Load Close all Output Input
of two-dimensional points. For each two-dimensional point, we solve the corresponding S-dimensional point according to the formula to construct the bottom surface of the model and then expand the bottom surface of the model to obtain the entire model. The bottom surface of the model is constructed based on the reference plane, and many factors will affect the accuracy of the reference plane, such as image noise, reasonable deviation in user interaction, lack of characterization of the plane, and limited camera viewing angle, when the reference plane is deviated. At this time, it is inevitable that the model will have a greater deviation. Aiming at the offset problem of the initial model, the solution we propose is to trace the contour of the top or bottom surface of the model in the image with a large offset of the model and use the contours of the top and bottom surfaces of the model to optimize the height of the reference plane and the model and then optimize the model. If the scale of the scene is large, you can first divide it into several areas and then use the three-point lighting method in each area. In the computer, to express different materials, it needs to be completed by defining materials and lights. Defining materials is generally divided into determining basic parameters and assigning textures. The basic
parameters generally include three basic colors and shading methods. The three basic colors are: Amihent (the color of the shaded part), i (the natural color of the material), and SPeeular (the color of the highlight part). Among the three, the influence of e is the most obvious and the easiest to define. If you want to set the material to a certain color in the real world, then set e to this color. In the dynamic simulation of the mechanism, the natural color and highlight color of the object are mainly set. After setting the basic color, copy the values of i and e to the Speeluar part, and then increase the saturation of the highlight part. Common shade modes are lFat, GrUand, Phogn, Melt, and Binn, etc. Among these shading modes, lFat and GO modes are commonly used to set the material of block objects. Phogn is often used to set the material of objects such as plastic. Malt and bilm are often used to set the material of the metal. You can also control the luminous characteristics by adjusting shininess and shininess-strength, that is, lu-minescence and luminous intensity; the transparency characteristics are adjusted by falloff, and the NI and OFF on the right side of it can be used to control whether it is an intermediate transparent effect or a transparent effect on both sides. Multiple visual options VR text VR screen Texture coordinates
VR data Mapping map
Linear filtering Multivision intersection Multivision segmentation Double-layer interpolation Layer interception Animation simulation Duplicate layers Layer wrap Tailoring
test Mask test Depth test
Animation
buffer Pixel pass 3D mixing
Scene building Export resources Precision modeling Set up the light source 3D conversion Animation realization
You can use texture mapping technology to change the effect of the material: different animation software has different mapping methods, but they are nothing more than the following: texture mapping, transparency mapping, bump mapping, reflection mapping, reflective mapping, and shielding mapping, etc. Bump mapping generates a rough surface effect by changing the lighting during rendering, thereby generating shadows and highlights. The texture does not actually determine the total length of the animation. Generally, it is considered from two aspects: one is the need of simulation demonstration, and the other is the need of actual mechanism movement. If the simulation demon-stration takes a long time, then the mechanism can be re-petitively moved; if the simulation demonstration time is short, the speed or range of the movement of the mechanism needs to be adjusted. On the basis of refining the storyboard, determine the material of each component, the time dis-tribution of the movement, and the dubbing to form a specific script. According to the simulated script, each subtask is decomposed. To complete a high-quality dynamic simulation work, people with different expertise are required to work together, including domain experts, animators, and audio designers who have a deeper understanding of domain issues. According to the characteristics of the geometric model of the object, select the appropriate modeling method to establish the model of the simulated object. The general modeling system has the concept of curve, surface, polygon, element, or object. Curve operations generally include creating splines, circles, ellipses, fetching boundaries, translation, editing, modifying, subdivision, breakpoints, closing, connecting, reversing, and character libraries. Surface operations include creating ready-made surfaces, rotating, filling, lofting, stretching, subdividing, dis-connecting, dis-connecting, closing, and reverse. The object can be a curved surface, a polyhedron, or a combination of them. The difference between a curved surface and a polyhedron is the curved surface stores less information, only vertices, radii, and so on. When rendering, it is directly calculated by the equation, so the speed is fast. There are many vertices to be stored in a polyhedron, as well as the order and ad-jacency of points, edges, and faces, the normal direction of each face, etc., so the storage capacity is large; its ad-vantages are that it can be transparent, can be interpolated, deformed, can do Boolean operations, and calculate ac-curately. Reflection can be used for the final effect of an object, which can make things like mirrors or subtle in-dentations appear more realistic. The motion simulation of the mechanism generally does not require very compli-cated mapping technology. Setting the movement of the mechanism: at this stage, it is necessary to choose the appropriate setting animation method according to the different characteristics of each object’s movement. The key frame method is often used to set the position change, scale, rotation, and hiding of the object; the deformation method is often used to set the shape change of the object: the joint method is used to set the motion of the jointed object similar to humans or animals. The method often used is the reverse order movement method of the mechanism.
In the mechanism simulation, different methods can be selected according to different situations. Make preview ani-mations and watch the motion effects. If you are satisfied with the result, perform a formal rendering. After the previous work is completed, the animation must be rendered. At this time, different weights should be set according to the characteristic values of different animation layers. The specific distribution is shown in Figures 4(a)–4(c), respectively, and they represent the point distribution of the pixel feature value of the ani-mation, contour projection, and 3D display. If you just simulate the movement of the mechanism on the computer, then the rendered picture should not be too large, preferably not more than 640 × 480, and the generated file format is preferably lF or AVI. If it is to be played on a TV, then it must be rendered into a 72O x 576 screen according to the re-quirements of the TV. The file format is best to use TGA, PJG, etc. After the rendering is completed, these single-frame files are recorded on the video tape. Synthesized parallax anima-tion: according to the needs of practical applications, the synthetic method introduced above is used to synthesize the parallax moving circle. Choose background music and record dubbing. Background music and dubbing have a great in-fluence on the dynamic simulation effect. Therefore, although it is not very critical at this stage, you should be careful. Here, it is necessary to synthesize the previously produced animation and audio works to form a multivisual animation three-dimensional model with pictures, text, and sound.
4. Application and Analysis of 3D Models of
Multivisual Animation Characters Based on
VR Technology
4.1. Multivisual Animation Metaparameter Simulation. In the research work of this article, we used 3DSMAX and other software to build 3D models and generate stereo images and achieved good application results. As the complexity of the scene continues to increase, on the basis of previous re-search, we have tried to use the method based on digital image transformation to generate stereo images based on the principle of stereo vision and compiled application software with VC. Transformation can generate more realistic stereo images and stereo images in a short time. The file exported by the 3D drawing software is only a physical display, and special software is needed to add animation functions. You can use the software directly to solve the demonstration animation of the three-dimensional parts and their assembly to a certain extent. This method is relatively simple to edit. By processing, optimizing and establishing nodes in the scene, objects, textures, viewpoints, etc., improve the per-formance of the browser and speed up the running speed. In order to make the virtual space dynamic, the con-struction incon-structions can include binding incon-structions, and the binding instructions describe how to bind the nodes together. Binding includes nodes bound together and routes or paths bound between nodes. The distribution of ani-mation data nodes before and after simulation is shown in Figure 5. After binding two nodes, the information that the first node transmits to the second node through such a path
is called an event. The event contains a value, when a node receives an event, and it will start animation or other things according to the characteristics of the node. By binding multiple nodes, users can create many routes, which make the space more dynamic. Most nodes can be bound to the circuit, and each node has input and output sockets. Some nodes have both input and output sockets, while others have only one of them. When linking a route, it accepts input and output events. Each input and output route of a node also has a type, for example, a type. When it is bound to a route, the output point number type can receive floating-point values. The specific input and output conditions are shown in Figure 6. After the route is created, the line route will be in a sleep state until an event is sent from the sending node to the receiving node.
The framework adopts the classic design pattern MVC (model-view-controller), which divides the entire system development into three modules: model component, view
component, and controller component. The model com-ponent is the communication bridge between the view component and the controller component. The specific operation information sent by the controller will be trans-mitted to the model component. The model component sends relevant information to the view component through a series of logical calculations, and the view component re-ceives it. The message is finally displayed to the user. The equipment browsing library supporting AR display provides users with a novel way of human-computer interaction. After the user uses the camera of the mobile phone to recognize the predefined picture, the realistic 3D equipment model and its parameter introduction can be displayed on the corresponding picture. This kind of AR man-machine interactive equipment browsing library enhances the user experience and reduces the loss of real equipment in the experiment. Use professional model making software to design and construct all 3D models of the virtual experiment
0.2 0.4 0.6 0.8 1 0 Eigen values 0 0.2 0.4 0.6 0.8 1 Weight (a) 20 20 15 15 10 10 5 5 (b) 30 20 10 40 20 0 0 0 10 20 20 15 10 5 (c)
Figure 4: Multivisual animation pixel feature value discrete degree 3D fitting.
Animation node numbers 0 20 40 60 80 100 Amplitude 20 40 60 80 100 0 (a) 0 0.2 0.4 0.6 0.8 1 Probability 50 100 150 200 0
Animation node numbers
(b)
system. In 3Ds Max, adjust the model according to the proportion of the real experimental equipment, unify the position of the axis and the center of mass, and make a fine model with the three-dimensional structure consistent with the real equipment. In order to ensure the high level of realism of the virtual experimental environment, the ma-terial of the equipment must be rendered, while the 3D equipment structure is simulated. Material refers to the material and texture of an object, that is, the material properties and texture of the object itself. The steps of material rendering are the establishment of shader script programming for different materials, the production of model textures, and the synthesis of materials. Shader script is responsible for producing materials with different effects, and programming uses ShaderLab language; texture is used to display material textures, including texture maps, normal maps, cube maps, and specular maps, which are produced by 3Ds Max; shaders are shader scripts and texture. Finally, the material is attached to the corresponding model to make the virtual experimental environment realistic. The results in Figure 7 show that the multivisual animation 3D model has been recognized by most objects.
4.2. Results and Analysis of 3D Model Examples of Multivisual Animation Characters. At present, the model resources have been imported into the Unity engine and classified according to the folder layout. Next, use these model objects and the built-in lighting effects and material system in Unity to build and render the scene. Create an empty GameObject in the hierarchical view and change its name to Geometry. Use this empty game object as the parent of all game objects in the scene. Then, dragging the multivisual animation frame model to the scene as the child of geometry-objects, there are still many models under the name of the scene model. These models are separated during 3Ds Max modeling, and they are used as subobjects of the scene object. Set the parameters of the transform component of the geometry object, in-cluding position coordinates (position), rotation angle
(rotation), and zoom ratio (scale), and count the parameter errors of the samples, as shown in Figure 8. First, set the rendering mode to the normal opaque rendering method (opaque). Then, set the diffuse reflection map of the material, and set the color value to brown (156, 115, 72, 255), so that the color obtained by sampling the texture map can be mixed with the set color value to obtain a new color value. Continue to set the color value of the specular reflection to (58, 58, 58, 255), and set the normal map and occlusion. Finally, set the self-illumination color to black (0, 0, 0) and check the highlight and reflection options.
Select a key frame in the profiler window, and in the CPU usage information graph (the first item), you can see the time that each resource occupies the CPU for calculation. Among them, the computer time used for rendering and frame synchronization (VSync) is relatively long, respectively, are 7.85 ms and 3.30 ms. According to the memory information graph (the third item), it can be seen that the total memory occupied by the project application is 1.38 GB. This is be-cause the texture map occupies most of the memory of 1.22 GB, and the mesh of the model occupies 27.0 MB of memory. The overview window below the window can display the rendering details of the selected key frame. For this frame using the CPU, it can be seen from the total status bar that the camera-render function occupies 66.0% of the time, and it contains the time of other subfunctions called within the function. From the self-status bar, it can be seen that the actual above function itself only takes 1.9% of the time. You can switch to view and analyze other resource data information in the performance analysis window. For ex-ample, you can switch to the deep profiling option to analyze all script codes in the project, and all function calls in the script will be recorded. After performance analysis, the scene performance can be optimized. The above analysis can characterize the rendering performance of the VR scene. The calculation and processing of the CPU and GPU are mainly considered. Many factors will affect the performance pro-ductivity, such as the number of models, the composition of the model’s primitives, the number and size of texture maps,
Input rate Output rate D C Sample groups Others B A 0 0.5 1 0 0.2 0.4 0.6 0.8
Figure 6: Comparison of floating-point input and output means of various multivisual animation samples.
45% 31% 17% 6% 1% Better Good Normal Bad Worse
Figure 7: The recognition of the 3D model of multivisual ani-mation characters based on VR technology.
and the robustness of the script. The comprehensive score is shown in Figure 9.
The experimental results illustrate the application pro-cess of virtual multivisual animation scenes and specifically introduce the implementation methods and details of each link. According to the principle of VR, the experiment carried out a three-dimensional modeling of a number of visual animation characters, and the specific effect is shown in Figure 10. It mainly uses 3 ds Max modeling software to draw multivisual animation scene models, material pro-duction, and FBX resource export; use Unity engine to build virtual multivisual animation scenes, set materials and textures, set light sources and cameras, and render scenes. At the same time, it analyzes the performance and proposes optimization methods to improve the rendering quality. On the basis of the initial model construction, we described the top and bottom contours of the model, and these contours
were used as constraints to optimize the initial model. For the optimized model, its position is very accurate under multiview observation. The position and zoom factor of the model are adjusted by manual interaction, and the model is roughly placed in the target area, and then the model is deformed to make the model and the target area model as much as possible keep consistent, and finally use the depth value of the model to repair the depth of the target area. Finally, the application is released, and the head-mounted display device can be used to experience immersive virtual multivisual animation scenes, showing a high degree of practical applicability.
5. Conclusion
This paper studies and analyzes several key technologies of multivisual animation design in VR systems, including real-time computer graphics technology, three-dimen-sional modeling technology, and stereo vision technology. Based on the research technology and the needs of the subject project, a three-dimensional model was designed and developed, and a virtual multivisual animation scene application was developed, and a binocular stereo vision animation system was designed. Using the designed and developed scene display equipment, people can experi-ence the immersive virtual multivisual animation simu-lation environment. Conducted indepth research on the representation methods of 3D objects, realized that 3D objects are represented by basic primitives, including points, polygons, curves, and surfaces and summarized
several commonly used 3D object representation
methods. According to the needs of the project, a large number of 3D models were designed and produced with the help of 3D modeling software, and the design ideas were described. Use the Unity engine and use the designed 3D model to build a virtual multivisual animation scene, combine texture mapping, lighting technology, shadow calculation, and Google VR SDK to complete the ren-dering of the scene, and implement corresponding im-provements and optimizations based on the performance analysis results methods, and experimental results show that it has a certain feasibility.
1 2 3 4 5 6 7 Sample groups 50 100 150 200 250 0 Scores
Figure 9: Performance score of each sample group of multivisual animation model. 50 0 100 100 200 300 200 300 Displacement z Displacement x Displacement y
Figure 10: 3D modeling effect of multivisual animation characters based on VR. –2 –1 0 1 2 3 4 5 Error distribution 2 3 4 5 6 7 8 9 10 1 Sample groups
Figure 8: 3D coordinate error distribution of multivisual ani-mation model.
Data Availability
The data used to support the findings of this study are available from the corresponding author upon request.
Conflicts of Interest
The authors declare that they have no conflicts of interest.
Acknowledgments
This research was supported by the 2018 Guangdong Higher Education Teaching Reform Project: Research and Practice of “Dual Engine” Animation Pedagogy Based on the Inte-gration and Inheritance of VR Animation Digital Interaction and Folk Art (no. JG18010); 2019 Guangzhou Philosophy and Social Science Development “Thirteenth Five-Year Plan” Yangcheng Young Scholar Project: Lingnan Lion Dance Digital Innovation Research and Cultural Inheritance under the Guidance of the New Vitality of the Old City (no. 2019GZQN22); and 2020 Guangdong Science and Tech-nology Project: Agricultural Product Innovative Design and Promotion under Intelligent Agricultural Ecology in the
Future Excellent Popular Science Works (no.
2020A1414050042).
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