39,547 research outputs found

    Dynamic Splines with Constraints for Animation

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    In this paper, we present a method for fast interpolation between animation keyframes that allows for automatic computer-generated "improvement" of the motion. Our technique is closely related to conventional animation techniques, and can be used easily in conjunction with them for fast improvements of "rough" animations or for interpolation to allow sparser keyframing. We apply our technique to construction of splines in quaternion space where we show 100-fold speed-ups over previous methods. We also discuss our experiences with animation of an articulated human-like figure. Features of the method include: (1) Development of new subdivision techniques based on the Euler-Lagrange differential equations for splines in quaternion space; (2) An intuitive and simple set of coefficients to optimize over which is different from the conventional Bspline coefficients; (3) Widespread use of unconstrained minimization as opposed to constrained optimization needed by many previous methods. This speeds up the algorithm significantly, while still maintaining keyframe constraints accurately

    BSP-fields: An Exact Representation of Polygonal Objects by Differentiable Scalar Fields Based on Binary Space Partitioning

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    The problem considered in this work is to find a dimension independent algorithm for the generation of signed scalar fields exactly representing polygonal objects and satisfying the following requirements: the defining real function takes zero value exactly at the polygonal object boundary; no extra zero-value isosurfaces should be generated; C1 continuity of the function in the entire domain. The proposed algorithms are based on the binary space partitioning (BSP) of the object by the planes passing through the polygonal faces and are independent of the object genus, the number of disjoint components, and holes in the initial polygonal mesh. Several extensions to the basic algorithm are proposed to satisfy the selected optimization criteria. The generated BSP-fields allow for applying techniques of the function-based modeling to already existing legacy objects from CAD and computer animation areas, which is illustrated by several examples

    Improvements on a simple muscle-based 3D face for realistic facial expressions

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    Facial expressions play an important role in face-to-face communication. With the development of personal computers capable of rendering high quality graphics, computer facial animation has produced more and more realistic facial expressions to enrich human-computer communication. In this paper, we present a simple muscle-based 3D face model that can produce realistic facial expressions in real time. We extend Waters' (1987) muscle model to generate bulges and wrinkles and to improve the combination of multiple muscle actions. In addition, we present techniques to reduce the computation burden on the muscle mode

    Using image morphing for memory-efficient impostor rendering on GPU

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    Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs; but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These methods take the advantage of existing programmable graphics hardware to compensate the computational expense while maintaining the visual fidelity. Making the number of different virtual humans, which can be rendered in real-time, not restricted anymore by the required computational power but by the texture memory consumed for the variety and discretization of their animations. In this work, we proposed an alternative method that reduces the memory consumption by generating compelling intermediate textures using image-morphing techniques. In order to demonstrate the preserved perceptual quality of animations, where half of the key-frames were rendered using the proposed methodology, we have implemented the system using the graphical processing unit and obtained promising results at interactive frame rates

    Graph Algorithm Animation with Grrr

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    We discuss geometric positioning, highlighting of visited nodes and user defined highlighting that form the algorithm animation facilities in the Grrr graph rewriting programming language. The main purpose of animation was initially for the debugging and profiling of Grrr code, but recently it has been extended for the purpose of teaching algorithms to undergraduate students. The animation is restricted to graph based algorithms such as graph drawing, list manipulation or more traditional graph theory. The visual nature of the Grrr system allows much animation to be gained for free, with no extra user effort beyond the coding of the algorithm, but we also discuss user defined animations, where custom algorithm visualisations can be explicitly defined for teaching and demonstration purposes

    Automatically Controlled Morphing of 2D Shapes with Textures

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    This paper deals with 2D image transformations from a perspective of a 3D heterogeneous shape modeling and computer animation. Shape and image morphing techniques have attracted a lot of attention in artistic design, computer animation, and interactive and streaming applications. We present a novel method for morphing between two topologically arbitrary 2D shapes with sophisticated textures (raster color attributes) using a metamorphosis technique called space-time blending (STB) coupled with space-time transfinite interpolation. The method allows for a smooth transition between source and target objects by generating in-between shapes and associated textures without setting any correspondences between boundary points or features. The method requires no preprocessing and can be applied in 2D animation when position and topology of source and target objects are significantly different. With the conversion of given 2D shapes to signed distance fields, we have detected a number of problems with directly applying STB to them. We propose a set of novel and mathematically substantiated techniques, providing automatic control of the morphing process with STB and an algorithm of applying those techniques in combination. We illustrate our method with applications in 2D animation and interactive applications
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