动画—计算机动画的数据结构

Michael Braun, A. Formella
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引用次数: 2

摘要

渲染动画需要能够轻松处理场景中的运动和变化的数据结构。对于一个复杂的渲染器,访问描述物体运动的信息是非常重要的,因为这些知识可以用来减少渲染时间。我们描述了一个基于标注图、维度定义和函数实现的动画模型。该数据结构以其简单的接口提供了一种易于使用的工具来制作计算机动画。一方面,该模型几乎独立于静态建模器和最终渲染器,但另一方面,它可以很容易地适应特定项目的需要。在当前的执行中,美工需要与程序员紧密合作。
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AniGraph-a data structure for computer animation
Rendering animations requires data structures which allow for an easy handling of the movements and changes in the scene. For a sophisticated renderer, it is very important to access the information describing the motion of the objects, because such knowledge can be used to reduce the render time. We describe an animation model based on an annotated graph, on definitions of dimensions and on implementations of functions. The data structure with its simple interfaces provides an easy to use instrument to produce computer animations. On the one hand, the model is almost independent from a static modeler and a final renderer, but on the other hand, it can be adapted easily to the needs of a specific project. In the current implementation an artist needs to work closely together with a programmer.<>
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