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Space-time blending with improved user control in real-time

Published: 15 December 2010 Publication History

Abstract

Most of the existing methods of metamorphosis are based on the interpolation schemes, space-time blending is a geometric operation of bounded blending performed in the higher-dimensional space. It provides transformations between shapes of different topology without necessarily establishing their alignment or correspondence. The original formulation of space-time blending had several problems: fast uncontrolled transition between shapes within the given time interval, generation of disconnected components, and lack of intuitive user control over the transformation process. We improve the original technique to provide the user with a set of more intuitive controls. The problem of the fast transition between the shapes is solved by the introduction of additional controllable affine transformations applied to initial objects in space-time. The approach is further extended with the introduction of an additional non-linear deformation operation. The proposed techniques have been implemented and tested within an industrial computer animation system. We have also implemented our method on the GPU, so that it can be employed in real-time applications.

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References

[1]
Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A., and Comninos, P. 2010. GPU Pro: Advanced Rendering Techniques. Polygonal-Functional Hybrids for Computer Animation and Games. Ed. Wolfgang Engel. AK Peters Ltd.
[2]
Lazarus, F., and Verroust, A. 1998. Three-dimensional metamorphosis: a survey. The Visual Computer 14, 8/9, 373--389.
[3]
Pasko, G., Pasko, A., and Kunii, T. 2005. Bounded blending for function-based shape modeling. Computer Graphics and Applications, IEEE 25, 2, 36--45.
[4]
Pasko G., Pasko A., K. T. 2004. Space-time blending. Computer Animation and Virtual Worlds 15, 2, 109--121.
[5]
Turk, G., and O'Brien, J. F. 1999. Shape transformation using variational implicit functions. In SIGGRAPH '99: Proceedings of the 26th annual conference on Computer graphics and interactive techniques, 335--342.

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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
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        Published: 15 December 2010

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

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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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