Recent research has been able to build on previously developed models and methods to provide sufficiently 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 constraints 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 (physics)|elasticity]] calculations more efficient, and means real-time [[interaction]]s are possible.
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==Basic theory==
There are several components to such a simulation system:
*a [[polygon mesh]] defining the body shape of the model
*a coarse volumetric mesh using [[finite element method]]s to ensure complete integration over the model
*line constraints corresponding to internal skeleton and instrumented to the model
*[[linear]]izing of equations of motion to achieve interactive rates
*[[hierarchical]] regions of the mesh associated with skeletal lines
*blending of locally linearlized simulations
*a control lattice through [[Subdivision (graph theory)|subdivision]] fitting the model by surrounding and covering it
*a hierarchical basis containing functions which will provide values for deformation of each lattice
[[Domain of a function|___domain]] with calculations of these hierarchical functions similar to that of [[lazy evaluation|lazy]] [[wavelet]]s
Rather than fitting the object to the skeleton, as is common, the skeleton is used to set constraints for deformation. Also the hierarchical basis means that detail levels can be introduced or removed when needed - for example, observing from a distance or hidden surfaces.
Pre-calculated [[pose]]s are used to be able to interpolate between shapes and achieve realistic deformations throughout motions. This means traditional [[keyframe]]s are avoided.
There are [[performance tuning]] similarities between this technique and [[procedural generation]], [[wavelet]] and [[data compression]] methods.
==Algorithmic considerations==
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