自适应关键帧动画的GPU使用三角带

Francisco Ramos, M. Chover, O. Ripolles
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引用次数: 0

摘要

变形表面存在于科学应用、电影和视频游戏中。在这些领域中,多边形网格是首选的表示方式。然而,这些网格通常是复杂的,并且包含比给定帧所需的更多细节。有效管理如此大量信息的一个可能的解决方案是使用多分辨率建模或细节级别。然而,在这方面进行的大部分工作都集中在管理静态网格上,只有少数人利用了优化的原语,如三角形带或当前gpu的新功能。在本文中,我们提出了一种在GPU中交互渲染关键帧动画的依赖于视图的方法。我们基于条带的方法能够管理这种类型的变形网格的细节水平。我们演示了该方法在GPU上的成功应用。我们可以在实时动画的所有帧中生成自适应的细节级别,同时提供准确的近似。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adaptive Keyframing Animation on the GPU Using Triangle Strips
Deforming surfaces are present in scientific applications, movies and video games. In these fields, polygonal meshes are preferred to represent them. However, these meshes are usually complex and contain much more detail than is necessary for a given frame. A possible solution to efficiently manage such a large amount of information consists in using multiresolution modeling or level of detail. However, most of the work carried out in this respect has focused on managing static meshes, and only a few take advantage of using optimized primitives such as triangle strips or the new capabilities of current GPUs. In this paper, we present a view-dependent method for interactive rendering of keyframing animations in the GPU. Our strip-based approach is capable of managing the level of detail of this type of deforming meshes. We demonstrate the successful use of this method on the GPU. We can generate adaptive levels of detail during all frames of an animation in real-time while providing, at the same time, accurate approximations.
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