{"title":"姿态依赖的细节水平模型的动画网格","authors":"Tianding Chen, Xianli Xu","doi":"10.1109/ICAT.2006.98","DOIUrl":null,"url":null,"abstract":"3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally expensive or incapable of producing satisfactory results. In this paper, it proposes an efficient pose-dependent level of detail frame work for deformable grids. Its approach consists of two stages. The first stage preprocesses all costly computation steps and for each frame generates a simplified grid using a common vertex hierarchy. The second stage generates in-between grids between two consecutive key frames via connectivity blending and geometry interpolation. Results have showed that the proposed method is able to efficiently generate smooth transition between two pose-dependent grids, while requiring very little extra data storage.","PeriodicalId":133842,"journal":{"name":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Pose-Dependent Level of Detail Model for Animated Grids\",\"authors\":\"Tianding Chen, Xianli Xu\",\"doi\":\"10.1109/ICAT.2006.98\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally expensive or incapable of producing satisfactory results. In this paper, it proposes an efficient pose-dependent level of detail frame work for deformable grids. Its approach consists of two stages. The first stage preprocesses all costly computation steps and for each frame generates a simplified grid using a common vertex hierarchy. The second stage generates in-between grids between two consecutive key frames via connectivity blending and geometry interpolation. Results have showed that the proposed method is able to efficiently generate smooth transition between two pose-dependent grids, while requiring very little extra data storage.\",\"PeriodicalId\":133842,\"journal\":{\"name\":\"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)\",\"volume\":\"45 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2006-11-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICAT.2006.98\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"16th International Conference on Artificial Reality and Telexistence--Workshops (ICAT'06)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICAT.2006.98","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Pose-Dependent Level of Detail Model for Animated Grids
3D animation is now very popular in the movies and games. Since 3D animation in game is usually performed in real-time, complex models created by artist are often simplified to models of low polygon count. While many simplification methods have been proposed for static models, very few methods are available for the deformable grids. Current simplification methods for deformable grids are either computationally expensive or incapable of producing satisfactory results. In this paper, it proposes an efficient pose-dependent level of detail frame work for deformable grids. Its approach consists of two stages. The first stage preprocesses all costly computation steps and for each frame generates a simplified grid using a common vertex hierarchy. The second stage generates in-between grids between two consecutive key frames via connectivity blending and geometry interpolation. Results have showed that the proposed method is able to efficiently generate smooth transition between two pose-dependent grids, while requiring very little extra data storage.