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Author, Editor(s)

Author(s):

Günther, Johannes
Friedrich, Heiko
Seidel, Hans-Peter
Slusallek, Philipp

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Not MPG Author(s):

Friedrich, Heiko
Slusallek, Philipp

BibTeX cite key*:

guenther:06:IRTSA

Title

Title*:

Interactive ray tracing of skinned animations

Journal

Journal Title*:

The Visual Computer

Journal's URL:

http://www.springerlink.com/link.asp?id=100388

Download URL
for the article:

http://www.springerlink.com/content/l665114284k68577/fulltext.pdf
http://www.mpi-inf.mpg.de/~guenther/IRTSA/IRTSA.pdf

Language:

English

Publisher

Publisher's
Name:

Springer

Publisher's URL:

http://www.springer.com/

Publisher's
Address:

Secaucus, NJ, USA

ISSN:

0178-2789

Vol, No, pp, Date

Volume*:

22

Number:

9-11

Publishing Date:

September 2006

Pages*:

785-792

Number of
VG Pages:

22

Page Start:


Page End:


Sequence Number:


DOI:


Note, Abstract, ©

Note:


(LaTeX) Abstract:

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.

URL for the Abstract:

http://portal.acm.org/citation.cfm?id=1165407.1165425&coll=GUIDE&dl=ACM&CFID=15151515&CFTOKEN=6184618

Categories,
Keywords:

Ray tracing, Fuzzy kd-tree, Dynamic scenes

HyperLinks / References / URLs:


Copyright Message:


Personal Comments:


Download
Access Level:

Intranet

Correlation

MPG Unit:

Max-Planck-Institut für Informatik



MPG Subunit:

Computer Graphics Group

Appearance:

MPII WWW Server, MPII FTP Server, MPG publications list, university publications list, working group publication list, Fachbeirat, VG Wort


BibTeX Entry:

@ARTICLE{guenther:06:IRTSA,
AUTHOR = {G{\"u}nther, Johannes and Friedrich, Heiko and Seidel, Hans-Peter and Slusallek, Philipp},
TITLE = {Interactive ray tracing of skinned animations},
BOOKTITLE = {Pacific Graphics 2006},
JOURNAL = {The Visual Computer},
PUBLISHER = {Springer},
YEAR = {2006},
NUMBER = {9-11},
VOLUME = {22},
PAGES = {785--792},
SERIES = {The Visual Computer},
ADDRESS = {Taipei, Taiwan},
MONTH = {September},
ISBN = {0178-2789},
}


Entry last modified by Uwe Brahm, 03/22/2007
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Editor(s)
Johannes Günther
Created
07/19/2006 08:00:04 AM
Revisions
7.
6.
5.
4.
3.
Editor(s)
Uwe Brahm
Christine Kiesel
Christine Kiesel
Johannes Günther
Johannes Günther
Edit Dates
2007-03-22 14:43:08
25.02.2007 16:06:52
12.02.2007 14:44:17
11/21/2006 09:53:16 AM
07/19/2006 08:43:16 AM