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    Programmable Animation Texturing using Motion Stamps

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    International audienceOur work on programmable animation texturing enhances the concept of texture mapping by letting artists stylize arbitraryanimations using elementary animations, instantiated at the scale of their choice. The core of our workflow resides in twocomponents: we first impose structure and temporal coherence over the animation data using a novel radius-based animationawareclustering. The computed clusters conform to the user-specified scale, and follow the underlying animation regardlessof its topology. Extreme mesh deformations, complex particle simulations, or simulated mesh animations with ever-changingtopology can therefore be handled in a temporally coherent way. Then, in analogy to fragment shaders that specify an outputcolor based on a texture and a collection of properties defined per vertex (position, texture coordinate, etc.), we provide aprogrammable interface to the user, letting him or her specify an output animation based on the collection of properties weextract per cluster (position, velocity, etc.). We equip elementary animations with a collection of parameters that are exposedin our programmable system and enables users to script the animated textures depending on properties of the input cluster. Wedemonstrate the power of our system with complex animated textures created with minimal user input
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