ANIMATION LOD Skeletal Lo D in bonebased animation
ANIMATION LOD Skeletal Lo. D in bone-based animation
Table of Contents � LOD Introduction � Project Constraints � Client Requirements � Background Study � Program Architecture � Evaluation Metric � Project Schedule � Work Distribution
L. O. D
251 pol. 76 pol. 2502 pol. 69451 pol. D i s t a n c e Decreasing the complexity of a 3 D object representation as it moves away from the viewer or according other metrics such as object importance, eye-space speed or position. - wikipedia
Purpose many faces = too many computation = low performance = disaster Make it fast, but preserve design quality
Usage Geometric detail, Character detail, All other objects
Project B
Problems � Too many objects appear in online game � Why do we have to draw all the objects with full detail? � Until now, designers provide LOD manually � It is a waste of human resource
Objectives 64000 : 13226 Level of Detail to a human character Best performance for the closest quality
Project Constraints � Microsoft Windows XP (Professional Version 2002 SP 3) � CPU : Intel(R) Pentium(R) 4 @ 2. 80 GHz � RAM : 512 MB � Graphic card : Intel(R) 82865 G
Project Constraints � Target model: 177 bones 6 different animations
Client Requirements � Provide the LODed animation of a given animation model � Less work for designer � As accurate as the original
Background Study � MTR – Skeletal LOD
Background Study � Skeleton LOD �Given a distance, calculate the importance value �For each bone, its own importance value is assigned from beginning �Every bone that has less importance value are merged with its parent
Background Study �. model file – base structure �Matrix �Vertex �Mesh �Skeleton �Animation �Model Information
Background Study � Animation Rendering Method 1. Read Model. Info from file. 2. Construct Model with meshes and skeleton. 3. Update frame matrix A. Calculate current animation frame number using elapsed time. B. If the bone has parent, then multiply with parent’s matrix. C. Multiply skeleton’s matrix with the frame matrix. 4. Render the model with vertices, current matrices and texture.
Program Architecture
Schedule
Work Distribution Load from file 이성원 Data structure 황현오 Renderer Performance checker 김청림 LOD Issue Scheduling Team Management Documentaion Research Algorithm comparison & Analysis LOD Algorithm Developement
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