JACIII Vol.22 No.2 pp. 184-193
doi: 10.20965/jaciii.2018.p0184


A Novel Animation Method Based on Mesh Decimation

Qiyun Sun*,**,†, Wanggen Wan*,**, Xiang Feng*,**, and Guoliang Chen*,**

*School of Communication and Information Engineering, Shanghai University

**Institute of Smart City, Shanghai University
No.99, Shangda Road, Baoshan District, Shanghai 20044, China

Corresponding author

June 22, 2017
December 7, 2017
March 20, 2018
computer animation, mesh decimation, 3D Studio Max, real-time, deformation

Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh models. We propose a novel animation method based on mesh decimation, making it possible to animate high-resolution mesh models in real time with the spokes and rims method. In this way, users only need to control the movement of handles to acquire intuitively reasonable animation of arbitrary mesh model. It is easier and more convenient for users to make their own animation. The experimental results show that the proposed animation method is feasible and effective and shows great real-time performance.

Cite this article as:
Q. Sun, W. Wan, X. Feng, and G. Chen, “A Novel Animation Method Based on Mesh Decimation,” J. Adv. Comput. Intell. Intell. Inform., Vol.22 No.2, pp. 184-193, 2018.
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