Motion capture is becoming an increasingly important technology
Motion capture is becoming an increasingly important technology for the level of realism required by the latest games. Dedicated motion capture labs, such as EdVEC in Scotland (http://www.edvec.ed.ac.uk), provide sophisticated camera equipment to capture 3D motion and data models. Scientific visualization applications are generally required to visualize extremely complex data sets, which may not have an obvious representation as 3D objects. Key elements of these applications choose informative 3D data representations, process the raw data, and ensure that the processed data can be rendered efficiently. Visualization data sets may be N-dimensional (meteorology or MRI data for example) or may have to be created from thousands of 2D images as in the Visible Human Project (http://www.nlm.nih.gov/research/visible/visible_human.html). Algorithms to construct surfaces from 3D data points, adaptive meshes, and dynamic levels of detail may all be required to generate compelling interactive worlds from the raw input data. It is hard to overstate the importance of understanding your feature and performance objectives as you design your data model. Java 3D provides little support for anything other than simple point, line, and triangle rendering, so you may need a convenient internal representation (model), which can then be converted into a representation for rendering (view). The rendering representation may need to make assumptions as to the current available hardware, or it may be adaptive and modify the representation based on a target frame-rate for the application. 7.1.1 Surface models Typically, geometry is described as a collection of triangles, or faces, that define an approximation of the outer skin of the object. Importantly, most rendering hardware is optimized to render triangles. Unfortunately, defining objects using a triangular skin description loses many important properties of a 3D model. A triangulation, by its nature, makes assumptions regarding the rendering hardware available to an application. The application developer may want to create an application that renders an object on a low-end system using 100 triangles, while rendering the object using 10,000 triangles on high-end systems. Such formulations can be accommodated by using a LOD description that allows an application to load several definitions of an object and choose the one most appropriate given the object s position in the scene and system performance. It may also be possible to dynamically retriangulate the points that compose the surface of the model. This technique is commonly applied to terrain using variants of the ROAM algorithm. The Virtual Terrain site (http://www.vterrain.org) contains may good links to terrain rendering. Any skin (surface triangulation) description cannot, by its nature, contain information for the internal characteristics of an object. Skin descriptions are merely concerned with surface appearance, and generally assume homogenous (or irrelevant) internal characteristics. Solid modeling operations operations such as generating two new objects by slicing a plane through an object are also difficult to implement using a triangular skin description. Figures 7.1 and 7.2 show a 3D-facial model rendered as a simple skin model. A pair of carefully calibrated cameras was used to capture the model (including a photo realistic texture image). Surface construction was then performed on the input data to generate triangles, calculate normal vectors, and texture coordinates. Finally the processed data was saved as a VRML file and interactively rendered. 98
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