ACM Home Page
Please provide us with feedback. Feedback
Twinned meshes for dynamic triangulation of implicit surfaces
Full text PdfPdf (18.12 MB)
Source
ACM International Conference Proceeding Series; Vol. 234 archive
Proceedings of Graphics Interface 2007 table of contents
Montreal, Canada
SESSION: Shape table of contents
Pages: 3 - 9  
Year of Publication: 2007
ISBN ~ ISSN:0713-5424 , 978-1-56881-337-0
Authors
Antoine Bouthors  EVASION - LJK/INRIA
Matthieu Nesme  EVASION - LJK/INRIA
Sponsor
CHCCS : The Canadian Human-Computer Communications Society
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 8,   Downloads (12 Months): 30,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1268517.1268521
What is a DOI?

ABSTRACT

We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering. This method is robust, moreover it provides interactive and quality rendering of animated or manipulated implicit surfaces.

This approach is based on a double triangulation of the surface, a mechanical one and a geometric one. In the first triangulation, the vertices are the nodes of a simplified mechanical finite element model. The aim of this model is to uniformly and dynamically sample the surface. It is robust, efficient and prevents the inversion of triangles. The second triangulation is dynamically created from the first one at each frame. It is used for rendering and provides details in regions of high curvature. We demonstrate this technique with skeleton-based and volumetric animated surfaces.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Randolph E. Bank, Andrew H. Sherman, and Alan Weiser. Refinement Algorithms and Data Structures for Regular Local Mesh Refinement. 1983.
3
4
 
5
F. Bornemann and R. Erdmann, B. and Kornhuber. Adaptive multilevel-methods in three space dimensions. Intl. J. for Numer. Meth. in Eng., 1993.
 
6
Antoine Bouthors and Fabrice Neyret. Modeling clouds shape. In E. Galin M. Alexa, editor, Eurographics (short papers), august 2004.
 
7
Marie-Paule Cani. Implicit representations in computer animation: a compared study. In Proceedings EUROGRAPHICS Workshop on Implicit Surfaces'99, 1999.
 
8
 
9
 
10
 
11
 
12
Tamal K. Dey, Herbert Edelsbrunner, Sumanta Guha, and Dmitry V. Nekhayev. Topology preserving edge contraction. Publications de l' Institut Mathematique (Beograd), 1999.
 
13
Eric Ferley, Marie-Paule Cani, and Jean-Dominique Gascuel. Practical volumetric sculpting. The Visual Computer, 2000.
 
14
Markus Hadwiger, Christian Sigg, Henning Scharsach, Khatja Bühler, and Markus Gross. Real-time ray-casting and advanced shading of discrete isosurfaces. Computer Graphics Forum, 2005.
 
15
John C. Hart, Antoinne Durr, and Douglas Harsh. Critical points of polynomial metaballs. In Proceedings of Implicit Surfaces '98, pages 69--76, June 1998.
 
16
Chien.-Chang Ho, Fu-Che Wu, Bing-Yu Chen, Yung-Yu Chuang, and Ming Ouhyoung. Cubical marching squares: Adaptive feature preserving surface extraction from volume data. Computer Graphics Forum, 24(3):537--546, September 2005.
 
17
 
18
Xiangmin Jiao, Andrew Colombi, Xinlai Ni, and John C. Hart. Anisotropic mesh adaptation for evolving triangulated surfaces. In Meshing Roundtable, pages 173--190, 2006.
19
 
20
 
21
Florian Levet, Julien Hadim, Patrick Reuter, and Christophe Schlick. Anisotropic sampling for differential point rendering of implicit surfaces. In Proceedings of the Winter School of Computer Graphics'05, 2005.
22
 
23
 
24
John Willard Milnor. Topology from the Differentiable Viewpoint. University Press of Virginia, 1965.
25
 
26
M. Nesme, Y. Payan, and F. Faure. Efficient, physically plausible finite elements. In Eurographics (short papers), 2005.
 
27
Yutaka Ohtake, Alexander Belyaev, and Alexander Pasko. Dynamic mesh optimization for polygonized implicit surfaces with sharp features. The Visual Computer, 19(2):115--126, 2003.
 
28
Hans-Christian Rodrian and Hardy Moock. Dynamic triangulation of animated skeleton-based implicit surfaces. In Proceedings of the EUROGRAPHICS Workshop on Implicit Surfaces'96, 1996.
 
29
30
 
31
Brian Wyvill, Craig McPheeters, and Geoff Wyvill. Data structure for soft objects. The Visual Computer, 2(4):227--234, 1986.

Collaborative Colleagues:
Antoine Bouthors: colleagues
Matthieu Nesme: colleagues