Object‐oriented motion abstraction
Author(s) -
Erkan Bi̇ilge,
Oüzüç Bülent
Publication year - 1995
Publication title -
the journal of visualization and computer animation
Language(s) - English
Resource type - Journals
eISSN - 1099-1778
pISSN - 1049-8907
DOI - 10.1002/vis.4340060106
Subject(s) - computer science , animation , motion interpolation , abstraction , computer animation , motion (physics) , orientation (vector space) , object (grammar) , sequence (biology) , computer facial animation , quaternion , artificial intelligence , computer graphics (images) , skeletal animation , parametric statistics , frame (networking) , interpolation (computer graphics) , computer vision , mathematics , video tracking , geometry , block matching algorithm , telecommunications , philosophy , statistics , epistemology , biology , genetics
An important problem in the production of an animation sequence is the great amount of information necessary to control and specify the motion. Specification of complex animation sequences with a smaller amount of information is possible if they are built over some abstracted sequences. Abstraction supports dealing with complexity by structuring, so that the necessary features are made available while those that are not necessary are hidden. In our work, motion abstraction is used to build complex animation sequences with the help of object‐oriented concepts. A parametric key‐frame interpolation method is used for producing the in‐between frames of an animation sequence. The parameters that define the motion of a model, in our work, are position, orientation, size, shape and colour. Orientation transformations are implemented by unit quaternions.
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