Dissertation
Dissertation > Industrial Technology > Automation technology,computer technology > Computing technology,computer technology > Computer applications > Information processing (information processing) > Pattern Recognition and devices > Image recognition device

Skeletal animation technology research and implementation

Author YuanHuiJie
Tutor ZhuQingXin
School University of Electronic Science and Technology
Course Applied Computer Technology
Keywords skeletal animation GPU GLSL dual quertanions linear blending
CLC TP391.41
Type Master's thesis
Year 2010
Downloads 372
Quotes 6
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Character animation is an significant component in the field of computer animation, and also is an important brantch of computer graphic. Character animation has been widely used in both the off-line rendering environment and and real-time rendering environment. It’s mainly used in Virtual Reality, games,and even modeling software, animation software. Recently, with the development of the computer hardware, especially the improvement of graphic performance which including hardware acceleration, the technology of real-time rendering character animation has been widely used and rapidly advanced.In the real-time field, the frames per second must be more than twenty to ensure the visual experience of users. The flexibility, reality and instantaneity of skeletal animation make it widely used in Virtual Reality, education,electronic entertainment and other real-time fields.This article studied the skeletal animation technology, and the its combination with programmable graphic hardware, as well as the algorithm in vertex deformation. Firstly, we give a comprehensive analysis on the theory and implementation of skeletal animation in a practical way, and after then, we designed a framework in order to implement a solution for it.Specially, the subobject of mesh is proposed, which greatly enhanced the flexibility of the skeletal animation. Laterly, the article talked about the extended application,such as animation blending,planar shadow, control of the single skeleton. Secondly, based on the cross-platform openGL, we used the GLSL to write shader program to implement the correlative calculation of skeletal animation, in order to release the CPU which will help to improve the FPS on that platform. Finally, for the artifact of the Linear Matrix Blending,which is the standard algorithm practically, we gived analysis in detail on the reason of the collapsing and so-called candy-wrapper artifacts. Dual quertanions,which is a mathematical tool, has been introduced to the CG recently, as it has some excellent properties. The article studied the Dual quertanion Linear Blending(DLB). In order to reuse the existing work in the real-time applications, we proposed an method which give a smooth transition form trandition algorithm to the DLB.

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