Deformation i realtid: Realism eller effektivitet?
Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Deformation is a big part of 3d animation. The time when only rigidly bendingthe joints was enough, was a long time ago. Nowadays complicated algorithmsand large rigs are used to make sure the deformations on the skin and clothesbehave like in real life. Computer Graphics in movies have the time luxury ofsimulating all deformations with muscle systems and/or multiple blendshapes.Since there is virtually no time limitation, you can do everything anatomicallyaccurate.This paper will instead examine some of the standard ways of addingdeformation in real‐time and why real‐time deformations are still so far behindpre‐rendered graphics. The theory section will explain how deformations aredone touching on what the research have been trying to improve. The methodsection I will test how far I can come with gscept's Trifid Nebula in mind. I willshow how to fix the problems with skinning a character. Then showing a way toachieve joint based animation with blendshapes for facial animation. For theengines that still doesn't support blendshapes. The last section will discuss whypre‐rendered will superior in visuals and why it doesn't matter in the end.Concluding with what I think the future have in store.
Place, publisher, year, edition, pages
2013. , 21 p.
Teknik, deformation, realtid, datorgrafik, spel, skinning, skeletal animation, SSD, Implicit skinning, blendshapes, joints, morph targets, ansikts animation, effektivitet
IdentifiersURN: urn:nbn:se:ltu:diva-52929Local ID: a0163a38-cd0d-418a-bafa-a5a1d34573c2OAI: oai:DiVA.org:ltu-52929DiVA: diva2:1026302
Subject / course
Student thesis, at least 15 credits
Computer Graphic Arts, bachelor's level
Validerat; 20130620 (global_studentproject_submitter)2016-10-042016-10-04Bibliographically approved