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Interactive Ray Tracing of Skinned Animations

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

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

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

Externe Ressourcen

https://rdcu.be/dH0vs
(Verlagsversion)

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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. doi:10.1007/s00371-006-0063-x.


Zitierlink: https://hdl.handle.net/11858/00-001M-0000-000F-233B-0
Zusammenfassung
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.