Game Development Reference
In-Depth Information
Figure 13. M ESH G RID representation of a humanoid model.
(b) CW
+
(d) hierarchical mesh
S W
S V
S U
(a) M ESH G RID humanoid
(c) RG
(e) hierarchical reference system
can be used to render the object at the appropriate level of detail, can be obtained
from the connectivity-wireframe. The reference-grid is the result of a hierarchi-
cal reference system as shown in Figure 13e.
Starting from the humanoid model of Figure 13a, the following sections will
discuss the design particularities of the connectivity-wireframe, reference-grid,
and their relationship, such that the model can be animated using a hierarchical
skeleton-based approach.
The components of the M ESH G RID model: RG and CW
The original surface of the humanoid model has been designed by means of
implicit functions. A typical way to obtain a M ESH G RID object from such an
implicit surface definition is to apply a method called T RI S CAN (Salomie, 2002a),
which performs the contouring of the surface of the object at specified scanning
positions. The scanning positions are defined by the reference system specified
for the object.
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