Game Development Reference
In-Depth Information
an affine (or not) transformation, T i to C i is equivalent in defining a deformation
function
ϕ
on
such that:
i
i
[
]
v
,
ϕ
(
v
)
=
µ
(
v
)
ω
T
(
ξ
)
ξ
,
(1)
i
i
i
k
i
k
k
ξ
ψ
(
v
)
k
i
where
µ
is the affectedness measure associated with C i and
ω
is a weigh
i
k
coefficient.
In practice, the transformation T i is applied to the controller and is propagated
within the influence volume V ( S i ) according to the affectedness measure
µ
,
i
ψ
( v
)
which plays the role of a weighting function. When
is reduced to a single
i
element, Equation (1) is simplified:
[
]
v
,
ϕ
(
v
)
=
µ
(
v
)
T
(
ψ
(
v
))
ψ
(
v
)
.
(2)
i
i
i
i
i
i
This controller-based deformation framework enables the unification of the
different deformation techniques reported in the literature with respect to the
dimension of the controller support. Typically, the most representative technique
of a volume controller-based approach is the lattice-based deformation model.
In this case, the 3D grid is considered as the controller volume. The 1D
controller-based approach covers most of the deformation techniques currently
used, namely: spline-based and skeleton-based. The 0D controller principle is
used in the case of deformation tables (a particular case being described in the
previous section in the case of FBA), cluster-based and morphing-based
approaches.
In practice, choosing an appropriate controller results from a trade-off between:
(1) the complexity of representing the controller directly linked to its dimension;
and (2) the distribution of mesh vertices affected by the controller, specifically
by choosing the most appropriate influence volume.
An optimal balance is obtained by using a 1D controller. The support of the
controller is thus easy to control (the number of parameters is small) and the
corresponding influence volume covers a large class of configurations. The new
specifications of the MPEG-4 standard support this approach for animating an
articulated virtual character in the case of two specific 1D controllers, namely
a segment and a curve defined as a NURBS, referred to as bone and muscle-
based deformation, respectively.
The following sections describe in details each of these 1D controllers.
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