Animated three dimensional geometry has become a natural part in many areas over the last decade. Industries such as games and special effects have pushed the creative tools and ways processing such content.
Animations are typically defined by a series of static meshes where each mesh, or frame, represents a certain time in the animation.
The connectivity is most often static and the geometry is deformed over time by ”key-framing” the vertices i.e., each frame lists the position of each vertex.With the increasing amount of complexity and detail it has become a great challenge to effectively store, and transmit such data. Therefore, some kind of compression has to be applied.
This thesis work will investigate and implement a method for reconstructing an unstructured mesh sequence with evolving topology. The goal of the method is to increase frame-to-frame coherency of the triangulation. The motivation of the method is that many of current state-of-the-art mesh compression and decimation algorithms for mesh sequences are based on static connectivity.
Source: Linköping University
Author: Birger, Christopher
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