Abstract:
Many of the techniques which had recently only been used in off-line
animation, like skeletal animation, real-time deformation and skinning
of meshes, are now established methods for the implementation of real-time
3D character animation.
The importance of real-time character animation in computer games has
increased considerably over the past decade. Due to advances in computer
hardware and especially the introduction of Graphic Processing Units,
the demand for more realism in computer games is continuously growing.
Beside traditional pre-computed and then replayed animation data, there
is use for event triggered real-time calculated animation.
Animating models by manipulating an attached skeleton is a common technique
for producing lifelike animations in games. It has both a firm basis
in biological reality, and a low memory requirement (compared to, for
example, storing vertex and normal vectors for each frame).
This work shows a way of combining both off-line animation and real-time
generated procedural animation.
Keywords:
skeletal animation and mesh skinning, real-time IK, bones, biped, real-time
character animation, skinning, physic based animation, procedural animation,
parametric animation
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