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Priority-Based Level of Detail Approach for Animation Interpolation of Articulated Objects

机译:基于优先级的铰接物体动画插值的详细方法级别

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This paper presents an LOD technique applicable to articulated characters in real-time graphical simulation or video game software. This new method does not eliminate the polygon counts of the graphical model due to the change of distance to the viewer. Rather, the rendering expense is cut by the reduction of the animation interpolations between key frames based on a priority number that is calculated and assigned by taking several factors into account, including rotation, translation, scaling, number of children and depth in the hierarchical structure. An analysis to those sub-components of the hierarchical animation is conducted and an equation is established to qualify the contribution to visual effects of such animation sequence. The benchmark tests demonstrate that, under certain conditions, our approach can significantly reduce the number of interpolated with no noticeable visual artifacts.
机译:本文提出了一种适用于实时图形模拟或视频游戏软件中的铰接性特性的LOD技术。由于与观看者的距离的变化,这种新方法不会消除图形模型的多边形计数。相反,通过基于通过考虑几个因素计算和分配的优先级编号来减少关键帧之间的动画插值,包括若干因素,包括旋转,转换,缩放,子和深度在层次结构中的旋转,而倾斜渲染费用。对分层动画的那些子组件进行分析,并建立了一个等式,以限定对这种动画序列的视觉效果的贡献。基准测试证明,在某些条件下,我们的方法可以显着减少内插的数量,没有明显的视觉伪影。

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