
This paper extends the ‘Parametric Control of Captured Mesh Sequences for Real-Time Animation’ published in the Proceedings of the 4th International Conference on Motion In Games, following the invitation from the conference chairs to submit our work to the MIG2011 Special Issue of the Journal of Computer Animation and Virtual Worlds.
The approach for real-time non-linear mesh blending introduced in the MIG2011 paper is extended in this paper, presenting an evaluation of the method, including the following points:
- Quantitative and qualitative evaluation of the results and comparison with respect to the non-linear approach.
- Analysis of memory requirements for the presented approach in different scenarios.
- Pre-computation time and online time requirements for the presented approach.
- Influence of the threshold epsilon on the final performance.
- New figures to support the discussion: Figure 2 shows an example of an aligned dataset; Figure 4 shows the influence of the threshold to the final result, highlighting the corrected areas; Figure 5 characterises the percentage of corrected area and the maximum displacement error for the presented approach, depending on the threshold used; Figure 6 shows how error and CPU time vary with respect to both the number of subdivisions and the threshold used; and Figure 8 shows two parametric animations interactively created by the presented approach.
The results and evaluation presented in this paper show that our approach provides real-time control of mesh sequences, combining the realism of non-linear blending methods with the real-time performance of the linear approach, whilst maintaining the natural surface dynamics of captured movement.