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Part V: Volume Animation

Fast Volume Rendering and Animation of Amorphous Phenomena

Scott A. King, Roger A. Crawfis and Wayland Reid

We present a technique to animate amorphous materials such as fire, smoke and dust in real-time on graphics hardware with dedicated texture memory. Our method uses a coarse voxel grid to model object dynamics, and texture cycling to create local and global dynamics. Detail is added by encoding high-frequency components, which are normally spread uniformly throughout the volume, into the volume integration. The individual voxels are rendered using a splatting approach with a table of anisotropic footprint functions. Our method produces a truly three-dimensional volume effect that can interact with the rest of the environment.

Using different spectral scales for the volume's appearance allows for motion at three distinct and disjoint scales. Local dynamics are achieved by phase-shifting through a set of textures within a voxel. Global dynamics, such as eddies, are propagated through the volume using inter-voxel dynamics. Object dynamics are achieved using procedural or keyframe animation techniques on the low-resolution voxel grid. We also develop an automated technique for texture selection by sampling a single large image having various frequency components.

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Visible Human Animation

Zhongke Wu and Edmond C. Prakash

In this chapter we address the problem of realistic modelling, deformation and rendering of human models. Our emphasis is to produce a non-traditional model that has physical features, physical deformation properties and has a wide range of applications. To achieve these goals we embark on a voxel based human model, that has all the properties of a real world human. The efforts have enabled us to build a prototype system, Young Man, which combines Young, the 3-dimensional, articulated visible human both as a voxel and geometric figure model and motion authorship system. We believe that our Young provides the visual realisation of avatars with real human features. The results are highlighted as a short movie sequence that demonstrates the feasibility of our new human modelling system.

Realistic Volume Animation with Alias

Nikhil Gagvani and Deborah Silver

Computer generated animation is widespread in films, television commercials, multimedia and games. The availability of powerful modelling and animation packages has contributed greatly to this popularity and has been instrumental in bringing computer animation into the mainstream. These packages work primarily with polygonal representations of models. Deformation for animation is achieved by means of user defined skeletons. In this chapter, we describe a method which uses a volumetric thinning algorithm to automatically build a skeleton from a volume model. This volumetric skeleton is then used with an off-the-shelf animation tool to achieve smooth and realistic volume animation. Animation techniques like key-framing and inverse kinematics can thus be directly used in the volume domain.

Page Editor: Andrew S. Winter Last Updated:1 February 2001