{"title":"使用隐式曲面范式实现三角形网格的平滑动画","authors":"C. van Overveld, B. C. van den Broek","doi":"10.1109/CGI.1999.777957","DOIUrl":null,"url":null,"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.","PeriodicalId":165593,"journal":{"name":"1999 Proceedings Computer Graphics International","volume":"31 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Using the implicit surface paradigm for smooth animation of triangle meshes\",\"authors\":\"C. van Overveld, B. C. van den Broek\",\"doi\":\"10.1109/CGI.1999.777957\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":165593,\"journal\":{\"name\":\"1999 Proceedings Computer Graphics International\",\"volume\":\"31 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"1999 Proceedings Computer Graphics International\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CGI.1999.777957\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"1999 Proceedings Computer Graphics International","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CGI.1999.777957","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Using the implicit surface paradigm for smooth animation of triangle meshes
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.