1,156 research outputs found

    Fast Simulation of Skin Sliding

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    Skin sliding is the phenomenon of the skin moving over underlying layers of fat, muscle and bone. Due to the complex interconnections between these separate layers and their differing elasticity properties, it is difficult to model and expensive to compute. We present a novel method to simulate this phenomenon at real--time by remeshing the surface based on a parameter space resampling. In order to evaluate the surface parametrization, we borrow a technique from structural engineering known as the force density method which solves for an energy minimizing form with a sparse linear system. Our method creates a realistic approximation of skin sliding in real--time, reducing texture distortions in the region of the deformation. In addition it is flexible, simple to use, and can be incorporated into any animation pipeline

    Embedded Implicit Stand-ins for Animated Meshes: a Case of Hybrid Modelling

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    In this paper we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. This approach is used to model the interaction between an animated mesh object and a viscoelastic substance, normally modelled in implicit form. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented

    Excitation of Trapped Waves in Simulations of Tilted Black Hole Accretion Disks with Magnetorotational Turbulence

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    We analyze the time dependence of fluid variables in general relativistic, magnetohydrodynamic simulations of accretion flows onto a black hole with dimensionless spin parameter a/M=0.9. We consider both the case where the angular momentum of the accretion material is aligned with the black hole spin axis (an untilted flow) and where it is misaligned by 15 degrees (a tilted flow). In comparison to the untilted simulation, the tilted simulation exhibits a clear excess of inertial variability, that is, variability at frequencies below the local radial epicyclic frequency. We further study the radial structure of this inertial-like power by focusing on a radially extended band at 118 (M/10Msol)^-1 Hz found in each of the three analyzed fluid variables. The three dimensional density structure at this frequency suggests that the power is a composite oscillation whose dominant components are an over dense clump corotating with the background flow, a low order inertial wave, and a low order inertial-acoustic wave. Our results provide preliminary confirmation of earlier suggestions that disk tilt can be an important excitation mechanism for inertial waves.Comment: 8 Pages, 6 Figures, accepted for publication in Ap

    THREE DIMENSIONAL MODELING AND ANIMATION OF FACIAL EXPRESSIONS

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    Facial expression and animation are important aspects of the 3D environment featuring human characters. These animations are frequently used in many kinds of applications and there have been many efforts to increase the realism. Three aspects are still stimulating active research: the detailed subtle facial expressions, the process of rigging a face, and the transfer of an expression from one person to another. This dissertation focuses on the above three aspects. A system for freely designing and creating detailed, dynamic, and animated facial expressions is developed. The presented pattern functions produce detailed and animated facial expressions. The system produces realistic results with fast performance, and allows users to directly manipulate it and see immediate results. Two unique methods for generating real-time, vivid, and animated tears have been developed and implemented. One method is for generating a teardrop that continually changes its shape as the tear drips down the face. The other is for generating a shedding tear, which is a kind of tear that seamlessly connects with the skin as it flows along the surface of the face, but remains an individual object. The methods both broaden CG and increase the realism of facial expressions. A new method to automatically set the bones on facial/head models to speed up the rigging process of a human face is also developed. To accomplish this, vertices that describe the face/head as well as relationships between each part of the face/head are grouped. The average distance between pairs of vertices is used to place the head bones. To set the bones in the face with multi-density, the mean value of the vertices in a group is measured. The time saved with this method is significant. A novel method to produce realistic expressions and animations by transferring an existing expression to a new facial model is developed. The approach is to transform the source model into the target model, which then has the same topology as the source model. The displacement vectors are calculated. Each vertex in the source model is mapped to the target model. The spatial relationships of each mapped vertex are constrained

    Exporting Vector Muscles for Facial Animation

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    In this paper we introduce a method of exporting vector muscles from one 3D face to another for facial animation. Starting from a 3D face with an extended version of Waters' linear muscle system, we transfer the linear muscles to a target 3D face. We also transfer the region division, which is used to increase the performance of the muscle as well as to control the animation. The human involvement is just as simple as selecting the faces which shows the most natural facial expressions in the animator's view. The method allows the transfer of the animation to a new 3D model within a short time. The transferred muscles can then be used to create new animations

    Controlled metamorphosis between skeleton-driven animated polyhedral meshes of arbitrary topologies

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    Enabling animators to smoothly transform between animated meshes of differing topologies is a long-standing problem in geometric modelling and computer animation. In this paper, we propose a new hybrid approach built upon the advantages of scalar field-based models (often called implicit surfaces) which can easily change their topology by changing their defining scalar field. Given two meshes, animated by their rigging-skeletons, we associate each mesh with its own approximating implicit surface. This implicit surface moves synchronously with the mesh. The shape-metamorphosis process is performed in several steps: first, we collapse the two meshes to their corresponding approximating implicit surfaces, then we transform between the two implicit surfaces and finally we inverse transition from the resulting metamorphosed implicit surface to the target mesh. The examples presented in this paper demonstrating the results of the proposed technique were implemented using an in-house plug-in for Maya™. © 2013 The Authors Computer Graphics Forum © 2013 The Eurographics Association and John Wiley & Sons Ltd

    Quasi-periodic oscillations, trapped inertial waves and strong toroidal magnetic fields in relativistic accretion discs

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    The excitation of trapped inertial waves (r-modes) by warps and eccentricities in the inner regions of a black hole accretion disc may explain the high-frequency quasi-periodic oscillations (HFQPOs) observed in the emission of Galactic X-ray binaries. However, it has been suggested that strong vertical magnetic fields push the oscillations' trapping region toward the innermost stable circular orbit (ISCO), where conditions could be unfavourable for their excitation. This paper explores the effects of large-scale magnetic fields that exhibit \textit{both} toroidal and vertical components, through local and global linear analyses. We find that a strong toroidal magnetic field can reduce the detrimental effects of a vertical field: in fact, the isolation of the trapping region from the ISCO may be restored by toroidal magnetic fields approaching thermal strengths. The toroidal field couples the r-modes to the disc's magneto-acoustic response and inflates the effective pressure within the oscillations. As a consequence, the restoring force associated with the vertical magnetic field's tension is reduced. Given the analytical and numerical evidence that accretion discs threaded by poloidal magnetic field lines develop a strong toroidal component, our result provides further evidence that the detrimental effects of magnetic fields on trapped inertial modes are not as great as previously thought.Comment: 16 pages, 6 figures, MNRAS accepte
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