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
=
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
:
R
makes it possible to move a vertex
v
into
i
i
the new position expressed as
v
+
ϕ
( v
)
(Figure 8b and c). Here,
ϕ
is extended
i
i
from
to
Ω as the null function, i.e.,
v
\
,
ϕ
(
v
)
=
0
. Note that the
i
i
i
family
(
i )
is not necessarily a partition of
. In particular,
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
and
, 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
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
applied to the subset
.
i
Search WWH ::




Custom Search