Information

  • Publication Type: Bachelor Thesis
  • Workgroup(s)/Project(s):
  • Date: November 2018
  • Date (Start): 19. April 2018
  • Date (End): 12. November 2018
  • Matrikelnummer: e1526991
  • First Supervisor: Eduard GröllerORCID iD

Abstract

3D models are used in many areas, from medical applications to the development of games. Especially in games and animated movies a lot of 3D models are required and created and the creation process of these is very time consuming. This is one point, which makes creating games or animated movies very expensive and time-consuming in general. To create 3D models faster, artists could be supported by algorithms, which assist them in their workflow. The idea is to reuse parts of existing models and fuse them together with the help of algorithms. Thus in sum a huge amount of time could be saved in the creation of 3D models. We present an overview of existing blending techniques and their advantages and disadvantages. We create our own algorithms, which we use to evaluate how much time artists can save.

Additional Files and Images

Additional images and videos

Additional files

Weblinks

No further information available.

BibTeX

@bachelorsthesis{schuh-2018-mesh-blending,
  title =      "Fast Virtual Character Modelling with Mesh Fusion",
  author =     "Stefan Schuh",
  year =       "2018",
  abstract =   "3D models are used in many areas, from medical applications
               to the development of games. Especially in games and
               animated movies a lot of 3D models are required and created
               and the creation process of these is very time consuming.
               This is one point, which makes creating games or animated
               movies very expensive and time-consuming in general. To
               create 3D models faster, artists could be supported by
               algorithms, which assist them in their workflow. The idea is
               to reuse parts of existing models and fuse them together
               with the help of algorithms. Thus in sum a huge amount of
               time could be saved in the creation of 3D models. We present
               an overview of existing blending techniques and their
               advantages and disadvantages. We create our own algorithms,
               which we use to evaluate how much time artists can save. ",
  month =      nov,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2018/schuh-2018-mesh-blending/",
}