refer to:
http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter06.html
chapter 6. Animation
This chapter describes various ways to animate objects using Cg. It has the following five sections:
- "Movement in Time" introduces the concept of animation.
- "A Pulsating Object" shows a vertex program that periodically displaces an object's surface outward, in the direction of its normal vectors.
- "Particle Systems" describes how to use a physically based simulation to create a particle system, with all the calculations done by the GPU.
- "Key-Frame Interpolation" explains key-frame animation, in which a vertex program animates an object by interpolating between different object poses.
- "Vertex Skinning" explains how to displace vertices based on multiple weighted control matrices for more dynamic control in character animation.
3D games often use a sequence of key frames to represent an animated human or creature in various poses. For example, a creature may have animation sequences for standing, running, kneeling, ducking, attacking, and dying. Artists call each particular pose that they create for a given 3D model a key frame.
6.4.2 Interpolation ApproachesThere are many types of interpolation. Two common forms for key-frame interpolation are linear interpolation and quadratic interpolation.
I implement my mesh animation!
first, I use my mesh deformation tool to generate (deformed)mesh(as key-frame)
then make animation with key-frame interpolation and matlab tool.
after, I will upload animation video. It may be possible that use ogre3d engine instead of matlab, I will try it.