Defines special algorithms working directly in screen space for synthetical animation. These take place on synthetical animation based on spatio-temporal interpolation which is a 4D interpolation with three dimensions in space and one in time. In order to avoid heavy memory storage and calculations, I discuss 3D (two for the space adding to one for the time) interpolation between two key frames resulting from the projection of two 3D scenes. Extension to 4D interpolation is discussed for some special algorithms. Pixels, segments, triangles (end-points stored during the projection) matching with a spatial linear interpolation, or combination for the end-points to be applied on the triangularisation, is the most common structure used in modelisation. The method is extended to non-linear interpolation. This way permits to reduce bad visual effects and computation time which, by so alleviating one of the most important problems in synthetical animation, conciliates detailed graphical quality with real time.<>


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    Title :

    An advanced interpolation for synthetical animation


    Contributors:


    Publication date :

    1994-01-01


    Size :

    352523 byte




    Type of media :

    Conference paper


    Type of material :

    Electronic Resource


    Language :

    English



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