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HPB Voxel Spline Animation Demo

Overview of the spline map transformation

This repository contains the code of our Bachelor's Honours Programme research on voxel animation/deformation. Volumetric models are deformed through a Spline map (inspired by the Shell map), in which sampled coordinates are transformed according to splines.

Refer to the paper and code for more details on the method and algorithm:

[Paper]: Spline Based Shell Mapping for Smooth Voxel Deformation

Beware that this was our first 'real' paper, so the writing is not quite up to standard.

Swaying bonsai tree

Code Outline

Source code: src/

Shaders: assets/*.{vert,frag}

Data: assets/

2d version: 2d_debug/

External libraries: external/

The entire rendering algorithm is contained within assets/spline_map.frag, where the uniforms are supplied from src/scene/spline_map_scene.hpp. Debug code for most of the rendering algorithm is available in src.

Building

To build the project, first run Premake, see https://premake.github.io/. This can be downloaded from the website or through your favorite package manager.

Commands:

  • Visual Studio 2017: premake5.exe vs2017
  • Makefiles: ./premake5 gmake2

Once the build files have been generated, you can build the project.

  • Windows: Use the provided Visual Studio solution (SimpleVolume.sln)
  • Linux: Use the included make files (just run make).

Demo Usage

  • Hold left mouse button to orbit camera
  • WASD to move the camera around
  • Scroll wheel to move closer/further
  • Escape to escape
  • TAB to enter debug mode
  • Space to emit debug rays
  • Backspace to return to the camera transformation from where the debug rays were emitted

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Honours Programme Bachelor Voxel Animation

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