A Complete Algorithm for Real-time Spline-Based ... 1999

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Martin Hash
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A Complete Algorithm for Real-time Spline-Based ... 1999

Post by Martin Hash » Sat Apr 17, 2010 4:46 pm

Abstract

The quest for visual realism in real-time includes both shape and movement. Model scalability has received much attention but with relatively little consideration given for animating surfaces. Personal computer hardware will soon reach the performance levels where real-time, visually attractive character animation is possible on the Internet. First instituted in a commercial product in 1987, “Animation:Master”, this paper presents an entire technology for real-time, photorealistic simulation which includes a method of subdividing Bezier spline models that maintain their connectivity information during animation, and a method of applying and reusing motion on those models. The solutions presented here are specifically created for real-time but are not exactly those used in Animation:Master.

KEYWORDS: Spline mesh, real-time patch subdivision, flatness testing, reusable motion.
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