DocumentCode
2962360
Title
Using the implicit surface paradigm for smooth animation of triangle meshes
Author
van Overveld, C.W.A.M. ; van den Broek, B.C.
Author_Institution
Philips Res., Netherlands
fYear
1999
fDate
1999
Firstpage
214
Lastpage
221
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
Keywords
computational geometry; computer animation; mesh generation; real-time systems; cartoon character; constant topology; implicit surface paradigm; real-time animation; scalar equation; skeleton implicit surface; skin topology; smooth animation; triangle meshes; walking cartoon legs; Animation;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics International, 1999. Proceedings
Conference_Location
Canmore, Alta.
Print_ISBN
0-7695-0185-0
Type
conf
DOI
10.1109/CGI.1999.777957
Filename
777957
Link To Document