Thesis Details
Kosterní animace pro GPUengine
This paper deals with studying skeletal animation techniques, and the subsequent design and implementation of skeletal animation extension for the GPUEngine library. The theoretical part describes the techniques of animation, skeletal animation and skinning. The following is an analysis of existing skeletal animation systems. The proposed solution seeks to reduce the data redundancy in the memory while rendering more skeletal models. According to the design a basic skeletal animation system has been implemented. Furthermore, a demonstration application has been created showing the skeletal system's use. The resulting skeletal system can be used in simple 3D applications and can serve as a basis for further works.
animation, skeletal animation, keyframing, vertex blending, inverse kinematics, skinning, linear blend skinning, multi-weight enveloping, animation space, dual quaternion skinning, assimp, OGRE, OpenSceneGraph, GPUEngine
Čadík Martin, doc. Ing., Ph.D. (DCGM FIT BUT), člen
Hradiš Michal, Ing., Ph.D. (DCGM FIT BUT), člen
Křivka Zbyněk, Ing., Ph.D. (DIFS FIT BUT), člen
Polčák Libor, Ing., Ph.D. (DIFS FIT BUT), člen
Šimko Marián, doc. Ing., Ph.D. (FIIT STU), člen
@mastersthesis{FITMT19822, author = "Anton\'{i}n Mina\v{r}\'{i}k", type = "Master's thesis", title = "Kostern\'{i} animace pro GPUengine", school = "Brno University of Technology, Faculty of Information Technology", year = 2019, location = "Brno, CZ", language = "czech", url = "https://www.fit.vut.cz/study/thesis/19822/" }