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Published byEmmeline Cummings Modified over 9 years ago
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Automated generation of control skeletons for use in animation Author : Lawson Wade, Richard E. Parent Source : The Visual Computer (2002) 18:97-110 Speaker : Jhen-Yu Yang Advisor : Ku-Yaw Chang
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Outline Introduction Method Results Conclusion 2012/10/16 2
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Introduction Generating a control skeleton 2012/10/16 3 The skeletal graph for the horse The 3D model of the horse
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Outline Introduction Method Results Conclusion 2012/10/16 4
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Method Voxelization ▫Voxelized representation Distance map construction ▫Euclidean distance 2012/10/16 5 A 2D Euclidean distance map for an animal-shaped
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Method Medial surface extraction 2012/10/16 6 DMS of a horse A medial axis in 2D (a and b) and a medial surface in 3D (c)
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Method Path tree generation 2012/10/16 7 Forming path-tree extension
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Method Smooth the path tree 2012/10/16 8
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Method Control skeleton construction 2012/10/16 9
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Outline Introduction Method Results Conclusion 2012/10/16 10
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Results 2012/10/16 11 Control skeleton for a human figure
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Results 2012/10/16 12 Control skeleton for an octopus Control skeleton for a jellyfish
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Outline Introduction Method Results Conclusion 2012/10/16 13
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Conclusion Produce a reasonably good control skeleton in 1 or 2 min on a low-end PC It does not work very well for objects with holes ▫doughnut 2012/10/16 14
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The End Thanks 2012/10/16 15
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