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A linear framework for character skinning

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Bibliographic Details
Main Author: Merry, Bruce
Other Authors: Marais, Patrick
Format: Thesis
Language:English
Published: Department of Computer Science 2014
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access_status_str Open Access
author Merry, Bruce
author2 Marais, Patrick
author_browse Marais, Patrick
Merry, Bruce
author_facet Marais, Patrick
Merry, Bruce
author_sort Merry, Bruce
collection Thesis
description Word processed copy.
format Thesis
id oai:open.uct.ac.za:11427/6417
institution University of Cape Town (South Africa)
language eng
last_indexed 2026-06-10T12:32:17.361Z
license_str Not specified — see source repository
provenance_str_mv Harvested via OAI-PMH from UCTD — University of Cape Town Open Access Repository
publishDate 2014
publishDateRange 2014
publishDateSort 2014
publisher Department of Computer Science
publisherStr Department of Computer Science
record_format dspace
source_str UCTD — University of Cape Town Open Access Repository
spelling oai:open.uct.ac.za:11427/6417 A linear framework for character skinning Merry, Bruce Marais, Patrick Gain, James Computer Science Word processed copy. Includes bibliographical references (p. 115-123). Character animation is the process of modelling and rendering a mobile character in a virtual world. It has numerous applications both off-line, such as virtual actors in films, and real-time, such as in games and other virtual environments. There are a number of algorithms for determining the appearance of an animated character, with different trade-offs between quality, ease of control, and computational cost. We introduce a new method, animation space, which provides a good balance between the ease-of-use of very simple schemes and the quality of more complex schemes, together with excellent performance. It can also be integrated into a range of existing computer graphics algorithms. Animation space is described by a simple and elegant linear equation. Apart from making it fast and easy to implement, linearity facilitates mathematical analysis. We derive two metrics on the space of vertices (the "'animation space"), which indicate the mean and maximum distances between two points on an animated character. Ve demonstrate the value of these metrics by applying them to the problems of parametrisation, level-of-detail (LOD) and frustum culling. These ltletrics provide information about the entire range of poses of an animated character, so they are able to produce better results than considering only a single pose of the character, as is commonly done. 2014-08-13T19:31:28Z 2014-08-13T19:31:28Z 2007 Doctoral Thesis Doctoral PhD http://hdl.handle.net/11427/6417 eng application/pdf Department of Computer Science Faculty of Science University of Cape Town
spellingShingle Computer Science
Merry, Bruce
A linear framework for character skinning
thesis_degree_str Doctoral
title A linear framework for character skinning
title_full A linear framework for character skinning
title_fullStr A linear framework for character skinning
title_full_unstemmed A linear framework for character skinning
title_short A linear framework for character skinning
title_sort linear framework for character skinning
topic Computer Science
url http://hdl.handle.net/11427/6417
work_keys_str_mv AT merrybruce alinearframeworkforcharacterskinning
AT merrybruce linearframeworkforcharacterskinning