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#### Interactive ray tracing of skinned animations

##### MPG-Autoren
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44542

Günther,  Johannes
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44445

Friedrich,  Heiko
Computer Graphics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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##### Zitation

Günther, J., Friedrich, H., Seidel, H.-P., & Slusallek, P. (2006). Interactive ray tracing of skinned animations. The Visual Computer, 22, 785-792.

Recent high-performance ray tracing implementations have already achieved interactive performance on a single PC even for highly complex scenes. However, so far these approaches have been limited to mostly static scenes due to the large cost of updating the necessary spatial index structures after modifying scene geometry. In this paper we present an approach that avoids these updates almost completely for the case of skinned models as typically used in computer games. We assume that the characters are built from meshes with an underlying skeleton structure, where the set of joint angles defines the character's pose and determines the skinning parameters. Based on a sampling of the possible pose space we build a static fuzzy kd-tree for each skeleton segment in a fast preprocessing step. This fuzzy kd-trees are then organized in a top-level kd-tree. Together with the skeleton's affine transformations this multi-level kd-tree allows for fast and efficient scene traversal at runtime while arbitrary combinations of animation sequences can be applied interactively to the joint angles. We achieve real-time ray tracing performance of up to 15 frames per second at $1024 \times 1024$ resolution even on a single processor core.