DocumentCode
3419607
Title
Pose-Dependent Level of Detail Model for Animated Grids
Author
Chen, Tianding ; Xu, Xianli
Author_Institution
Inst. of Commun. & Inf. Technol., Zhejiang Gongshang Univ., Hangzhou
fYear
2006
fDate
Nov. 29 2006-Dec. 1 2006
Firstpage
479
Lastpage
485
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.
Keywords
computational geometry; computer animation; computer games; interpolation; 3D animation; animated grids; connectivity blending; data storage; deformable grids; geometry interpolation; pose-dependent grids; pose-dependent level of detail model; static models; vertex hierarchy; Animation; Deformable models; Geometry; Grid computing; Information technology; Interpolation; Memory; Mesh generation; Motion pictures; Solid modeling;
fLanguage
English
Publisher
ieee
Conference_Titel
Artificial Reality and Telexistence--Workshops, 2006. ICAT '06. 16th International Conference on
Conference_Location
Hangzhou
Print_ISBN
0-7695-2754-X
Type
conf
DOI
10.1109/ICAT.2006.98
Filename
4089297
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