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📄 论文解读

游戏角色头发,现在一张图就能直接动起来

游戏和虚拟形象里的头发,从来不是一根根毛,而是美术师手工摆的「卡片」——几片带形状的薄片,再挂上弹簧骨骼,风一吹就晃。过去想从一张图生成这种头发,要么生成一团没法动的实心模型,要么像念课文一样一个点一个点地挤出来,慢且容易歪。这篇把整个发型当成一组「卡片」一次性生成:每张卡片是一个独立单元,一个扩散模型同时把所有卡片和驱动它们的骨骼链一起算出来,导出的就是能直接进引擎用的动画资产。在同类方法自己的测试集上,误差降了四成多,朝向错误减半,速度快了 33 倍。它不是你明天就能用的工具,但这是「从一张图到可动画游戏资产」这条路上,第一次把头发当成美术师手里的卡片来生成,而不是当成几何体来重建。

📄 原文摘要(英文)

The hair of stylized characters in games and avatars is built from hair cards: artist-placed ribbons whose geometry is the visible hair, animated by spring bones. Existing image-based methods produce realistic hair or a single fused mesh, while CHARM, the only generator of stylized hair cards, decodes a hairstyle autoregressively as a long sequence of control points. Observing that a card hairstyle is an unordered set of artist-defined primitives, we propose HairDeck, which generates it as one: each card is a single token, and a set diffusion transformer denoises all cards together. From a single image, HairDeck generates the cards and the spring-bone chains that drive them, yielding an animatable asset that exports to ready-to-use downstream formats. On CHARM's own test set, it lowers Chamfer distance by 44% and card-orientation error by more than half while running 33 times faster, and from single images it outperforms CHARM, image-to-3D pipelines and strand-based methods. Project page: https://hyzcluster.github.io/HairDeck

arXiv 原文

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