Game Development Reference
In-Depth Information
by applying a rigid geometric transformation to each segment. In order to
overcome this limitation, the object should be considered as a seamless mesh and
animated by means of deformations. The generic principle is described and
illustrated below.
Let
{
}
M
(Ω
)
be a seamless mesh, where
Ω
=
v
,
1
v
,...
v
is the set of the mesh
0
n
vertices and let
(Ω
i
)
be a family of non-empty subsets of
Ω (Figure 8a). A local
i
3
deformation function
ϕ
:
Ω
→
R
makes it possible to move a vertex
v
∈
Ω
into
i
i
the new position expressed as
v
+
ϕ
(
v
)
(Figure 8b and c). Here,
ϕ
is extended
i
i
from
Ω
to
Ω as the null function, i.e.,
∀
v
∈
Ω
\
Ω
,
ϕ
(
v
)
=
0
. Note that the
i
i
i
family
(
Ω
i
)
is not necessarily a partition of
Ω
. In particular,
Ω
can be a strict
i
i
subset of
Ω (some vertices may remain unchanged) and for two distinct subsets
∩Ω
can be non-empty. The deformation
satisfies the superposition principle, i.e., the deformation induced by both
Ω
Ω
and
Ω
, the intersection
i
i
j
j
ϕ
and
i
ϕ +
(Figure 8d). In order to achieve a compact description and an efficient implemen-
tation of a deformation model, the notion of a
deformation controller
is
introduced. It is defined as a triplet made of: (1) the support
S
associated with
a
n
dimensional (
n
D) geometric object (
ϕ
(
v
)
ϕ
(
v
)
at a vertex
v
belonging to
Ω
∩
Ω
is expressed as the sum
j
i
j
i
j
∈
n
); (2) an influence volume
V
(
S
) associated with
S
; and (3) the affectedness measure
µ
, defined on
V
(
S
) and
characterizing the intrinsic deformation properties of the influence volume.
{0,
1,
2,
3}
Figure 8. Mesh deformation principle.
(a) Mesh partition.
ϕ
(b) Deformation function
i
Ω
applied to the subset
.
i
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