使用骨架树的体积动画

N. Gagvani, Deepak R. Kenchammana-Hosekote, D. Silver
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引用次数: 51

摘要

我们描述了一种使用体积骨架来动画体积的技术。骨架是根据实际体积计算的,基于使用距离变换的可逆细化过程。多边形永远不会被计算,整个过程保持在体积域中。骨骼点连接并排列在“骨骼树”中,可以用于动画程序中的衔接。整个体积对象从转换的骨架点重新生长。由于骨架是一种直观的动画机制,动画师对骨架进行变形,并在体积对象中引起相应的变形。体积骨架也可以用于体积变形,自动路径导航,体积平滑和压缩/抽取。
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Volume animation using the skeleton tree
We describe a technique to animate volumes using a volumetric skeleton. The skeleton is computed from the actual volume, based on a reversible thinning procedure using the distance transform. Polygons are never computed, and the entire process remains in the volume domain. The skeletal points are connected and arranged in a "skeleton tree", which can be used for articulation in an animation program. The full volume object is regrown from the transformed skeletal points. Since the skeleton is an intuitive mechanism for animation, the animator deforms the skeleton and causes corresponding deformations in the volume object. The volumetric skeleton can also be used for volume morphing, automatic path navigation, volume smoothing and compression/decimation.
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