2,559 research outputs found

    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

    A survey of partial differential equations in geometric design

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    YesComputer aided geometric design is an area where the improvement of surface generation techniques is an everlasting demand since faster and more accurate geometric models are required. Traditional methods for generating surfaces were initially mainly based upon interpolation algorithms. Recently, partial differential equations (PDE) were introduced as a valuable tool for geometric modelling since they offer a number of features from which these areas can benefit. This work summarises the uses given to PDE surfaces as a surface generation technique togethe

    A spring force formulation for elastically deformable models

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    Cataloged from PDF version of article.Continuous deformable models are generally represented using a grid of control points. The elastic properties are then modeled using the interactions between these points. The formulations based on elasticity theory express these interactions using stiffness matrices. These matrices store the elastic properties of the models and they should be evolved in time according to changing elastic properties of the models. However, forming the stiffness matrices at any step of an animation is very difficult and sometimes the differential equations that should be solved to produce animation become ill-conditioned. Instead of modeling the elasticities using stiffness matrices, the interactions between model points could be expressed in terms of external spring forces. In this paper, a spring force formulation for animating elastically deformable models is presented. In this formulation, elastic properties of the materials are represented as external spring forces as opposed to forming complicated stiffness matrices. (C) 1997 Elsevier Science Ltd

    Implicit Representations of the Human Intestines for Surgery Simulation

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    International audienceIn this paper, we propose a modeling of the intestines by implicit surfaces for abdominal surgery simulation. The difficulty of such a simulation comes from the animation of the intestines. As a matter of fact, the intestines are a very long tube that is not isotropically elastic, and that bends over itself at various spots, creating multiple self-contacts. We use a multiple component model for the intestines: The first component is a mechanical model of their axis; the second component is a specific sphere-based model to manage collisions and self-collisions; and the third component is a skinning model to define their volume. This paper focuses on the better representation for skinning the intestines. We compare two implicit models: Surfaces defined by point-skeletons and convolution surfaces. A direct application of this simulation is the training of a typical surgical gesture to move apart the intestines in order to reach certain areas of the abdomen
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