Multi-Layer Level of Detail For Character Animation

@inproceedings{Savoye2008MultiLayerLO,
  title={Multi-Layer Level of Detail For Character Animation},
  author={Yann Savoye and Alexandre Meyer},
  booktitle={VRIPHYS},
  year={2008}
}
Real-time animation of human-like characters has been an active research area in computer graphics. Nowadays, more and more applications need to render various realistic scenes with human motion in crowds for interactive virtual environments. Animation and level of detail are well explored fields but little has been done to generate level of detail automatically for dynamic articulated meshes. Our approach is based on the combination of three interesting layers for run-time level of detail in… 

Continuous Level of Detail for Large Scale Rendering of 3D Animated Polygonal Models

This paper introduces a new method for rendering large crowds of animated characters at interactive frame rates using a fully-GPU hybrid combination of mesh instancing, continuous level of detail and hardware palette skinning.

Direct rendering of feature-based skinning deformations

This thesis provides efficient methodologies for editable segmentation and skinning representations of arbitrary animated mesh sequences that exploit temporal coherence from a pose-to-pose perspective and develops rendering algorithms for efficient detection and trimming of (self)-crossing surfaces in the image-space through novel multi-fragment rasterization.

Animation on the web: a survey

An overview of the current state of the art of computer animation on the web, while commenting on the shortcomings pertaining to current formats/approaches and discussing some of the upcoming standards and trends which can help with the current implementation.

Rig animation with a tangible and modular input device

A novel modular and tangible input device for digital character animation that consists of joints and splitter parts so that complex characters with hundreds of degrees of freedom can be animated using only 5 to 10 physical parts.

Perceptually motivated LSPIHT for motion capture data compression

Rig animation with a tangible and modular input device

A novel approach to digital character animation is proposed, combining the benefits of tangible input devices and sophisticated rig animation algorithms, and allowing users to directly control complex rigs using only a small set of physical controls.

Stream-based animation of real-time crowd scenes

References

SHOWING 1-10 OF 13 REFERENCES

Motion Level-of-Detail: A Simplification Method on Crowd Scene

This work proposed a preprocessing method called 'motion level-of-detail' that minimizes the simulation cost of the joints, but also maintains the similarity between the original and the simplified motion.

Building efficient, accurate character skins from examples

An automated framework is presented that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems and fits the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.

Multilinear Motion Synthesis with Level-of-Detail Controls

This paper proposes a LOD control method of motion synthesis with a multilinear model and introduces a hybrid algorithm to optimize the reduction size and computational time according to the distance from the camera while maintaining visual quality.

Polypostors: 2D polygonal impostors for 3D crowds

Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render

Multi-weight enveloping: least-squares approximation techniques for skin animation

The multi-weight deformation equation is computationally efficient to evaluate; once the training process is complete, even creatures with high levels of geometric detail can move at interactive frames rates with a look that approximates that of anatomical, physically-based models.

Progressive meshes

The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.

Progressive skinning for video game character animations

A linear blend skinning method that provides a continuous level of detail (LOD) playback for bonebased animations and can still use existing (highly optimized) skinning algorithms for either CPU or GPU computation.

Deformation Sensitive Decimation

This work presents an automatic technique for simplifying deforming character meshes that takes a set of examples as input and produces a sets of simplied examples as output, which preserves detail required for deformation and maintains connectivity information across the examples.

Pose-independent simplification of articulated meshes

This paper presents a view- and pose-independent method for the automatic simplification of skeletally articulated meshes, and demonstrates the effectiveness of this approach for generating highly-simplified models while preserving necessary detail in deforming regions near joints.

Surface simplification using quadric error metrics

This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.