摘要:
Realistic computer generated character animation is achieved by modeling skin or other covering as a separate a quasi-static surface elastically tied to an underlying detailed, articulated model controlled by the animator. The result, automatically incorporates realistic stretching, and sagging, and the combined effect of multiple overlapping animation controls while retaining for the animator frame-by-frame control of a detailed model of the character.
摘要:
Different limit surfaces are derived from the same initial arbitrary polygon mesh by sequentially combining different subdivision rules. This added freedom allows for the more efficiently modeling of objects in computer graphics including objects and characters with semi-sharp features.
摘要:
Different limit surfaces are derived from the same initial arbitrary polygon mesh by sequentially combining different subdivision rules. This added freedom allows for the more efficiently modeling of objects in computer graphics including objects and characters with semi-sharp features.
摘要:
Different limit surfaces are derived from the same initial arbitrary polygon mesh by sequentially combining different subdivision rules. This added freedom allows for the more efficiently modeling of objects in computer graphics including objects and characters with semi-sharp features.
摘要:
Methods for defining smooth scalar fields on arbitrary polygonal meshes which can be consistently carried through the subdivision process involve computing mesh vertices after subdivision to a suitable resolution and computing scalar field values at the vertices corresponding to an arbitrary smooth surface, including the limit surface. The methods allow one to define and compute the value of scalar fields over an arbitrarily dense set of points on the limit surface. Applications of these techniques in computer graphics and computer animation include: (1) the definition of pseudo-coordinates for use in parametric shading including texture mapping; (2) the assignment of smoothly varying articulation weights over the control points of a model to more efficiently define the transformation of a highly detailed object or character under specific animation controls; and (3) the assignment of smoothly varying local parameters for specifying the local behavior of dynamic or quasi-static objects or surfaces.