Using the implicit surface paradigm for smooth animation of triangle meshes

C. van Overveld, B. C. van den Broek
{"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}
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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
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。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Homotopy and intellectual property Edge extraction for adaptive mesh construction Object reconstruction from slices for vision Interactive 3D landscape visualization: improved realism through use of remote sensing data and geoinformation Visualizing knowledge about virtual reconstructions of ancient architecture
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1