![]() Traditionally, the skin deformations are driven by an underlying skeleton. Creating believable and compelling skin deformations is the central challenge of animated feature films, computer games, and interactive applications. One of the fundamental aspects when animating articulated character is the production of flesh-like deformations for the soft tissues when the character is moving. In skeleton-based animation, skinning is the process of defining how the geometric surface of the character deforms according to a function of the skeletal poses. Skeletal animation is a widely used technique for animating articulated characters, such as humans and animals. This novel approach can be used in devices with no dedicated processors or with low processing power, as cell phones or embedded displays, or to visualize data through the Internet, as in virtual museums applications. Results have shown substantial improvement over these traditional approaches if applied separately. For this purpose, our algorithm executes the culling by using a hybrid paradigm based on viewing-frustum, back-face culling and occlusion models. In such applications the main goal is to load the minimum amount of primitives from the scene during the rendering stage, as possible. We came up with a solution that is useful for real-time, on-line, interactive applications as 3D visualization. ![]() We propose a hybrid solution that uses a dry structure (in the sense of data reduction), a triangulation of the type J1a, to accelerate the task of searching for visible primitives. We revisit the visibility problem, which is traditionally known in Computer Graphics and Vision fields as the process of computing a (potentially) visible set of primitives in the computational model of a scene. At each frame, the cell containing the observer is identified, and the contents of potentially visible cells ar. During an interactive walkthrough phase, an observer with a known position and view cone moves through the model. Next, the cell-to-cell visibility is computed for each cell of the subdivision, by linking pairs of cells between which unobstructed sightlines exist. Non-opaque portals are identified on cell boundaries, and used to form an adjacency graph connecting the cells of the subdivision. A model is subdivided into rectangular cells whose boundaries coincide with major opaque surfaces. We describe a method of visibility preprocessing that is efficient and effective for axis-aligned or axial architectural models. However, due to occlusion by opaque surfaces (e.g., walls), only a small fraction of a typical model is visible from most viewpoints. The number of polygons comprising interesting architectural models is many more than can be rendered at interactive frame rates.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |