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Real-time controlled metamorphosis of animated meshes using polygonal-functional hybrids

Published: 15 December 2010 Publication History

Abstract

Polygonal models are widely used in computer animation. Static polygonal models are commonly animated using an underlying skeleton controlling the deformation of the mesh. This technique, known as skeletal animation, allows the artist to produce complex animation sequences in a relatively easy way. However, performing complex transitions between arbitrary animated meshes remains a challenging problem. There is a set of established techniques to perform metamorphosis (3D morphing) between static 3D meshes [Lazarus and Verroust 1998], but most of these can not be easily applied to animated meshes. The approach presented in this poster allows us to produce with great ease metamorphosing transitions between animated meshes of arbitrary topology using polygonal-functional hybrids [Kravtsov et al. 2010a]. Our technique uses the meshes of the objects as well as their skeleton animations. As a result we are able to generate metamorphosis animations of time-varying meshes of arbitrary topologies in near real-time.

References

[1]
Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A., and Comninos, P. 2010. Embedded implicit stand-ins for animated meshes: a case of hybrid modelling. Comput. Graph. Forum 29, 1, 128--140.
[2]
Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A., and Comninos, P. 2010. Polygonal-Functional Hybrids for Computer Animation and Games. AK Peters Ltd.
[3]
Lazarus, F., and Verroust, A. 1998. Three-dimensional metamorphosis: a survey. The Visual Computer 14, 8/9, 373--389.
[4]
McCormack, J., and Sherstyuk, A. 1998. Creating and rendering convolution surfaces. Comput. Graph. Forum 17, 2, 113--120.
[5]
Pasko, A., Adzhiev, V., Sourin, A., and Savchenko, V. 1995. Function representation in geometric modeling: Concepts, implementation and applications. The Visual Computer, 11, 429--446.

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  • (2011)A New Hybrid Approach to the Animation of Complex Character Interactions in GamesProceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2011.50(8-15)Online publication date: 4-May-2011

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cover image ACM Conferences
SA '10: ACM SIGGRAPH ASIA 2010 Sketches
December 2010
98 pages
ISBN:9781450305235
DOI:10.1145/1899950
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 15 December 2010

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SA '10
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SA '10: SIGGRAPH ASIA 2010
December 15 - 18, 2010
Seoul, Republic of Korea

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Overall Acceptance Rate 178 of 869 submissions, 20%

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  • (2011)A New Hybrid Approach to the Animation of Complex Character Interactions in GamesProceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2011.50(8-15)Online publication date: 4-May-2011

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