a) rest-pose LOD, 337 influences (b) AS LOD, 338 influences (c) inf. simplification, 341 influences Figure 1: Three forms of influence simplification with comparable influence counts. (a) Traditional simplification based on the rest pose collapses the knees and ankles. (b) Simplification in animation space, our first contribution, improves the rear ankles and the tail. (c) Influence simplification, our second contribution, further improves the front legs and the curve of the neck and back.
AbstractTraditionally, levels of detail (LOD) for animated characters are computed from a single pose. Later techniques refined this approach by considering a set of sample poses and evaluating a more representative error metric. A recent approach to the character animation problem, animation space, provides a framework for measuring error analytically. The work presented here uses the animation-space framework to derive two new techniques to improve the quality of LOD approximations.Firstly, we use an animation-space distance metric within a progressive mesh-based LOD scheme, giving results that are reasonable across a range of poses, without requiring that the pose space be sampled.Secondly, we simplify individual vertices by reducing the number of bones that influence them, using a constrained least-squares optimisation. This influence simplification is combined with the progressive mesh to form a single stream of simplifications. Influence simplification reduces the geometric error by up to an order of magnitude, and allows models to be simplified further than is possible with only a progressive mesh.Quantitative (geometric error metrics) and qualititative (user perceptual) experiements confirm that these new extensions provide significant improvements in quality over traditional, naïve simplification; and while there is naturally some impact on the speed of the off-line simplification process, it is not prohibitive.