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Topics: Models & Animations

Topics: Models & Animations. 3D Models Animations. What is a 3D Model?. A 3D Model is a bunch of data (vertices, normals, texture coordinates, color etc) which usually represents an object in the 3D world. Usage of models. 3D models can be used to

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Topics: Models & Animations

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  1. Topics: Models & Animations • 3D Models • Animations

  2. What is a 3D Model? • A 3D Model is a bunch of data (vertices, normals, texture coordinates, color etc) which usually represents an object in the 3D world

  3. Usage of models • 3D models can be used to • Render an instance or entity in the scene • Represent collision data (for trigger points, bounding volumes etc)

  4. Categories of a 3D Model • A model can be divided into several categories • Static Geometry • Screen Aligned Geometry (Billboard) • Animated Geometry

  5. Static Geometry • Are used for objects that do not animate, e.g. statues, walls, doors. • Data can be represented in world space instead of local model space to avoid local->world transformation • Static lighting can be baked into textures • Common file formats are .X, .OBJ, .3DS

  6. Screen Aligned Geometry • A 2D plane which is always aligned with the camera, commonly known as billboards • Can animate texture coordinates (UV), blend and render several billboards together, resize at runtime • Can be used for particles (explosions, fire etc), clouds, skybox, lens flare, foliage, UI, shadow maps

  7. Billboard Clouds Taken from Real Time Cloud Rendering by Mark J Harris

  8. Animated Geometry • Can be used for characters, morphing objects, water, cloth, fluid • Animation data is divided into two types –vertex and bone

  9. Vertex Animation • Vertex animation or morphing, is moving the positions of each vertex every frame. • Disadvantage is huge data size as each vertex must store vertex positions for each frame • Used in older engines like Quake 2, .md2 format

  10. Vertex Animation -Water Taken from “Inexpensive Underwater Caustics Using Cg” –Gamasutra2003

  11. Vertex Animation -Cloth Taken from Interactive Cloth Sim-Nvidia GDC 2001

  12. Bone Animation -Skinning • Instead of storing the positions of each vertex, we store a bone hierarchy and animate the bone. Vertices are calculated and blended at runtime based on the bone they are affected by. These vertices are called a skin • Skinning is slower since we need to calculate vertex positions. We trade memory with speed.

  13. Skinning 􀂄Taken from Flipcode.com

  14. Skinning • One problem is skinning is the vertex movement is rigid • Require vertex blending when each vertex is affected by multiple bones. Each vertex stores a weight percentage per bone and is usually limited to 4 bones (hardware limit).

  15. Skinning

  16. Animation Data • What do you need to store? • 3D Mesh • Textures • Frame • What else?

  17. KeyFrame • Animation data is stored per keyframe instead of every frame. A keyframe is a pose in the animation cycle and stores the position and orientation of every bone in that pose. • Two kind of keyframes–forward and inverse kinematics

  18. Forward Kinematics • The position and orientation of each bone is stored per keyframe is stored and interpolation (linear, cubic etc) is used to calculate the vertices between each keyframe. • This is just simple bone animation

  19. Inverse kinematics • Given a final position, how should my bone bend so I can reach it? • No animation data is stored as the bone animation data is calculated at runtime based on desired position

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