Interactive skeleton-driven simulation: Difference between revisions

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==Background==
Methods for simulating deformation, such as (changes inof shapes), of dynamic bodies involve intensive calculations, and several models have been developed. Some of these are known as ''free-form deformation'', ''skeleton-driven deformation'', ''dynamic deformation'' and ''anatomical modelling''. [[Skeletal animation]] is well known in [[computer animation]] and 3D character simulation. Because of the calculation intensitivity of the simulation, few interactive systems are available which realistically can simulate dynamic bodies in [[real-time computing|real-time]]. Being able to ''interact'' with such a [[realistic]] 3D model would mean that calculations would have to be performed within the constraints of a [[frame rate]] which would be acceptable via a [[user interface]].
 
Recent research has been able to build on previously developed models and methods to provide sufficently efficient and realistic simulations. The promise for this technique can be as widespread as [[mimic]]ing human [[facial expression]]s for [[face perception|perception]] of simulating a human actor in real-time or other [[cell (biology)|cell]] [[organism]]s. Using skeletal [[constraint]]s and parameterized force to calculate deformations also has the benefit of matching how a single [[cell]] has a shaping [[skeleton]], as well as how a larger living organism might have an internal bone skeleton - such as the [[vertebrae]]s. The generalized external body force simulations makes [[elasticity]] calculations more efficient, and means real-time [[interaction]]s are possible.