Instead, the SSDM is achieved in a post-process using a high-resolution triangle mesh with two triangles per pixel. The SSDM is not achieved using a stack of textures as this leads to problems in case of overlapping areas for large displacements. To improve the quality, third-order texture filtering and hitpoint refinement using binary search are included.Īfter the first hit is found, the screen-space normal vector is computed for shading and for the SSDM. The terrain is generated at the beginning of the demo as a 1024x256x1024 sized perlin noise volume data in CUDA, which is raycasted in the demo using distance functions for acceleration. The demo is an experiment to combine terrain raycasting of perlin noise generated terrain with screen space ambient occlusions (SSAO) and screen space displacement mapping (SSDM). Voxel Terrain Raycaster with Hitpoint Refinement and Screen Space Displacement Mapping GitHub Deformation-Styles-using-Spline-Skinning Page Furthermore, our method can easily be combined along with other existing deformation techniques as pose space deformation or SSD. The basic spline-skinning even reaches more than twice the speed and gets close to the performance of skeletal subspace deformation (SSD). Our GPU based implementation shows promising results for real-time usage, as about 30 Million vertices per second can be animated. Once designed, the deformation styles can be directly applied to any number of targets for imitating material behaviors of cloth, metal or even muscles. As the three textures are similar to height-maps, their creation is very intuitive. The two FFD variants are pose-dependent, driven by three textures and three curves, which can be designed by the artist. We therefore enhance spline-skinned skeletal animation with two sweep-based free-form-deformation (FFD) variants. To achieve this goal, we introduce the usage of deformation styles and demonstrate their applicability by our animation system. Our ambition is to allow artists the easy creation of abstract, pose-dependent deformation behaviors that might directly be assigned to a large variety of target objects simultaneously. We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time.
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