DocumentCode :
2235417
Title :
Production Friendly Character Skinning
Author :
Amjoun, R. ; Strasser, W.
Author_Institution :
Univ. of Tuebingen, Tubingen
fYear :
2007
fDate :
24-26 Oct. 2007
Firstpage :
129
Lastpage :
135
Abstract :
For various 3D Animation processing, representing mesh geometry in local rather the world coordinate systems is very useful. One can investigate the representation of vertex locations relative to a local coordinate frame (LCF) in the compression of dynamic 3D meshes. Unlike the world coordinates, which scatter in a wide range and show non linear behavior of the vertices, the local coordinates exhibit a large clustering behavior of the vertex over time. This property is very useful for exploiting a large coherence over the vertex trajectory and between neighboring vertices. In this paper, we discuss the use of the LCF in mesh encoding and we introduce a new and simple predictive scheme for single-rate compression for animated meshes. Our geometry encoding strategy is based on a region growing encoding order and only the delta vectors between original and predicted locations are encoded in a local coordinate system, which splits into two tangential and one normal components. Our approach is simple, efficient and well suited for real time applications.
Keywords :
computer animation; data compression; encoding; mesh generation; pattern clustering; 3D animation processing; local coordinate frame; mesh geometry encoding; pattern clustering; single-rate compression; Anatomy; Animation; Deformable models; Flow production systems; Humans; Muscles; Shape; Skeleton; Skin; Usability; Character Animation; Deformation; Muscle Simulation; Virtual Humans.;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Cyberworlds, 2007. CW '07. International Conference on
Conference_Location :
Hannover
Print_ISBN :
978-0-7695-3005-5
Type :
conf
DOI :
10.1109/CW.2007.24
Filename :
4390912
Link To Document :
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