We present an approach to real-time animation of deformable objects. Optimization of algorithms using compactly supported radial basis functions (CSRBF) allows us to generate deformations performed fast enough for such real-time applications as computer games. The algorithm described in detail in this paper uses space mapping technique. Smooth local deformations of animation objects can be defined by only a moderate number of control vectors and locality of deformations can be defined by radius of support. We also present examples of animations and speed benchmarks.
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Kojekine et al. (2002) studied this question.
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