Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games

D. Goodhue
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引用次数: 0

Abstract

In our previous publication [Goodhue 2017], we presented a prototype based on promising new techniques for how the state-of-the-art in animation compression for video game engines might be advanced. Later that year, we completed development on a production-quality version of that technology which has since seen active use in the ongoing production of future AAA titles. Many of our previous hypotheses were put to the test, and the algorithms were generalized to support translation and scale animations keys in addition to rotations. Having used this new technology for quite some time now, we were able to confirm our expectations regarding the sort of technical problems it presents, as well as how to solve them. We are also able to compare our results to other state-of-the-art techniques for the first time, thus confirming the efficacy of our method.
基于速度的AAA级视频游戏的3D旋转、平移和缩放动画压缩
在我们之前的出版物[Goodhue 2017]中,我们展示了一个基于有前途的新技术的原型,该技术是如何推进视频游戏引擎的最新动画压缩技术的。那年晚些时候,我们完成了该技术的生产质量版本的开发,并将其积极应用于未来AAA游戏的制作中。我们之前的许多假设都进行了测试,这些算法被推广到除了旋转之外还支持平移和缩放动画键。使用这项新技术已经有一段时间了,我们能够确认我们对它所带来的技术问题的期望,以及如何解决这些问题。我们还能够首次将我们的结果与其他最先进的技术进行比较,从而确认我们方法的有效性。
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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