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Embedding hierachical deformation within a realtime scene graph

A simple approach for embedding GPU-based realtime deformations using trilinear transformations embedded in a scene graph
: Knuth, Martin; Kohlhammer, Jörn; Kuijper, Arjan

Institute for Systems and Technologies of Information, Control and Communication -INSTICC-, Setubal:
VISIGRAPP 2010, International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications. Proceedings. CD-ROM : Angers, France May 17 - 21, 2010
Porto: INSTICC Press, 2010
ISBN: 978-989-674-028-3
International Conference on Computer Vision Theory and Applications (VISAPP) <5, 2010, Angers>
Conference Paper
Fraunhofer IGD ()
realtime rendering; deformation; Graphics Processing Unit (GPU); scene graph

Scene graphs are widely used as a description of spatial relations between objects in a scene. Current scene graphs use linear transformations for this purpose. This limits the relation of two objects in the hierarchy to simple transformations like sheer, translation, rotation and scaling. In contrast to this, we want to represent and control deformations that result from propagating the dynamics of objects to deformable attached objects. Our solution is to replace the linear 4x4 matrix-based transformation of a scene graph by a more generic trilinear transformation. The linear transformation allows the composition of the transformation hierarchy into one transformation. Our approach additionally allows the handling of deformations on the same level. Building on this concept we present a system capable of real-time rendering. The computations of the applied deformations of the scene graph are performed in real-time on the GPU. We allow the approximation of arbitrary nonlinear transformations and deformations by utilising grids of trilinear transformations in our system. As an application we show geometric attachments on deformable objects and their deformation on a scene graph level.