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Sketching 3D Animations
Author(s) -
Balaguer JeanFrancis,
Gobbetti Enrico
Publication year - 1995
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.1995.cgf143_0241.x
Subject(s) - computer science , animation , computer graphics (images) , reduction (mathematics) , workstation , motion capture , graphics , rendering (computer graphics) , algorithm , computer vision , motion (physics) , mathematics , geometry , operating system
We are interested in providing animators with a general‐purpose tool allowing them to create animations using straight‐ahead actions as well as pose‐to‐pose techniques. Our approach seeks to bring the expressiveness of real‐time motion capture systems into a general‐purpose multi‐track system running on a graphics workstation. We emphasize the use of high‐bandwidth interaction with 3D objects together with specific data reduction techniques for the automatic construction of editable representations of interactively sketched continuous parameter evolution. In this paper, we concentrate on providing a solution to the problem of applying data reduction techniques in an animation context. The requirements that must be fulfilled by the data reduction algorithm are analyzed. From the Lyche and Mørken knot removal strategy, we derive an incremental algorithm that computes a B‐spline approximation to the original curve by considering only a small piece of the total curve at any time. This algorithm allows the processing of the user's captured motion in parallel with its specification, and guarantees constant latency time and memory needs for input motions composed of any number of samples. After showing the results obtained by applying our incremental algorithm to 3D animation paths, we describe an integrated environment to visually construct 3D animations, where all interaction is done directly in three dimensions. By recording the effects of user's manipulations and taking into account the temporal aspect of the interaction, straight‐ahead animations can be defined. Our algorithm is automatically applied to continuous parameter evolution in order to obtain editable representations. The paper concludes with a presentation offuture work.

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