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Special Models for Animation
Drawbacks to Triangle Meshes Fine tessellation is required to overcome piecewise linear approximation Only C0-continuous, so normals and curvature are usually interpolated between values estimated at vertices Lend themselves to self-intersections and holes not found in real-world surfaces CS / Special Models for Animation Page 120
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Special Models for Animation
Octrees CS / Special Models for Animation Page 121
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Special Models for Animation
Marching Cubes CS / Special Models for Animation Page 122
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Special Models for Animation
Antialiasing CS / Special Models for Animation Page 123
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Special Models for Animation
kD-Tree CS / Special Models for Animation Page 124
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Special Models for Animation
Binary Space Partitioning Tree CS / Special Models for Animation Page 125
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Special Models for Animation
Convolutions CS / Special Models for Animation Page 126
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Special Models for Animation
Algebraic Surfaces CS / Special Models for Animation Page 127
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Special Models for Animation
Procedural Surfaces CS / Special Models for Animation Page 128
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Special Models for Animation
Manifolds CS / Special Models for Animation Page 129
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Special Models for Animation
Level Sets CS / Special Models for Animation Page 130
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Grammar-based geometric modeling system Special Models for Animation
Lindenmayer Systems Grammar-based geometric modeling system Dragon Curve Variables: X, Y Constants: F (Draw Forward), + (Turn left 90 degrees), - (Turn right 90 degrees) Start: FX Rules: (X->X+YF), (Y->FX-Y) CS / Special Models for Animation Page 131
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Special Models for Animation
Subdivision Surfaces CS / Special Models for Animation Page 132
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Special Models for Animation
Level of Detail 5500 Vertices 2880 Vertices 1580 Vertices 670 Vertices 140 Vertices CS / Special Models for Animation Page 133
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