Using the implicit surface paradigm for smooth animation of triangle meshes

C. van Overveld, B. C. van den Broek
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引用次数: 6

Abstract

We consider the problem of real-time animation of a cartoon character which is represented by a skeleton implicit surface. If the character's motions permit a constant topology for the skin, it is possible to reduce the problem of computing an approximation of the implicit surface to solve only one scalar equation per surface point for a fixed number of surface points; these surface points define the shape of a triangle mesh with constant topology. We present the algorithm, and demonstrate its working in a real-time model of walking cartoon legs.
使用隐式曲面范式实现三角形网格的平滑动画
研究了用骨架隐式曲面表示卡通人物的实时动画问题。如果角色的运动允许皮肤具有恒定的拓扑结构,则可以减少计算隐式表面近似的问题,以便为固定数量的表面点只解决每个表面点的一个标量方程;这些表面点定义了具有恒定拓扑结构的三角形网格的形状。本文给出了该算法,并在一个卡通腿行走的实时模型中进行了验证。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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