Figure 9: A geometric tile (top right) of a hall mapped on
a torus (top). Inside the 3D model (bottom). The embed-
ded transformation system allows directly the deformation
of the geometric tiles to achieve a seamless (C
0
) joining at
their borders.
(Gomes et al., 1998) the inverse of a trilinear trans-
formation can be computed analogously to the bilin-
ear transformation’s inverse. As we did not need the
inversion for our rendering concept we did not cover
this issue. However, the inverse is often a critical fea-
ture, for example for ray / objects intersections. Addi-
tionally it allows mapping one deformation onto an-
other. Trough an inversion, the integration of structure
based animation concepts (like skeleton based charac-
ter animation) could be mapped into the scene graph
structure. The inversion problem and C
0
continuity
are current drawbacks of the used trilinear deforma-
tion. So a more complex, but invertible and more
continuous transformation scheme could be of higher
benefit in these cases.
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EMBEDDING HIERACHICAL DEFORMATION WITHIN A REALTIME SCENE GRAPH - A Simple Approach for
Embedding GPU-based Realtime Deformations using Trilinear Transformations Embedded in a Scene Graph
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