Object-Oriented 3D Modeling, Animation and Interaction

Images taken during the animation of the Voronoi algorithm.support a high-level organization of the time and event flow as our approach does with behavior groups based on a time and event layout. Other related systems are TBAG and UGA. TBAG is based on a functional approach. Similar to our approach, TBAG integrates constraints and graphical abstract data types as first-class objects. UGA is one of the first systems with a close integration of geometry and animation. Our approach has been motivated by similar goals, and concentrates more on an object-oriented design of geometry and behavior. 8. CONCLUSIONS AND FUTURE WORK MAM/VRS as an object-oriented framework for 3D modeling, animation and interaction supports behavioral modeling at the same level of abstraction as geometric modeling. It separates geometry nodes from behavior nodes, provides for both a wide range of node classes, and uses constraints to relate them. Geometry graphs represent all graphical aspects of 3D scenes including shape and attribute nodes which visualize and evaluate instances of graphical abstract data types, geometry groups, and image controllers. Behavior graphs explicitly organize the flow of time and events through time modifiers, behavior groups and constraint nodes. Time negotiations and temporal abstract data types allow the developer to specify complex animation processes at a high level. Interaction nodes and event conditions represent a set of elementary toolkit components which can be easily combined to 3D widgets. The polymor-phic nodes of our toolkit facilitate the construction of animated, interactive 3D applications through a fine-grained object-oriented framework. The semantic-oriented class hierarchies guarantee portability and reusability. Due to the C++ and [incr Tcl]/[incr Tk] application programming interfaces, the toolkit can be integrated in an interactive environment for the development of 3D applications. Future directions of our work include the automation of the camera control, the integration of more animation techniques such as physically-based animation, and the addition of high-level behavior nodes for the control of articulated figures.The main program constructs one instance of Voronoi and calls its run method which forces the model controller to initialize the geometry graph and behavior graph: int main(int argc, char** argv) { Voronoi V(argc,argv); V.run(); } 7. RELATED WORK In the last few years several object oriented 3D graphics and animation toolkits have been proposed , e.g. Similar to our approach the architecture of Grams is separated into a rendering layer, a graphics layer, and an application layer. Grams appears to be …

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