49 research outputs found

    Space-Time Transfinite Interpolation of Volumetric Material Properties

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    The paper presents a novel technique based on extension of a general mathematical method of transfinite interpolation to solve an actual problem in the context of a heterogeneous volume modelling area. It deals with time-dependent changes to the volumetric material properties (material density, colour and others) as a transformation of the volumetric material distributions in space-time accompanying geometric shape transformations such as metamorphosis. The main idea is to represent the geometry of both objects by scalar fields with distance properties, to establish in a higher-dimensional space a time gap during which the geometric transformation takes place, and to use these scalar fields to apply the new space-time transfinite interpolation to volumetric material attributes within this time gap. The proposed solution is analytical in its nature, does not require heavy numerical computations and can be used in real-time applications. Applications of this technique also include texturing and displacement mapping of time-variant surfaces, and parametric design of volumetric microstructures

    An Exact Representation of Polygonal Objects by C1-continuous Scalar Fields Based on Binary Space Partitioning

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    The problem considered in this work is to find a dimension independent algorithm for the generation of signed scalar fields exactly representing polygonal objects and satisfying the following requirements: the defining real function takes zero value exactly at the polygonal object boundary; no extra zero-value isosurfaces should be generated; C1 continuity of the function in the entire domain. The proposed algorithms are based on the binary space partitioning (BSP) of the object by the planes passing through the polygonal faces and are independent of the object genus, the number of disjoint components, and holes in the initial polygonal mesh. Several extensions to the basic algorithm are proposed to satisfy the selected optimization criteria. The generated BSP-fields allow for applying techniques of function-based modelling to already existing legacy objects from CAD and computer animation areas, which is illustrated by several examples

    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

    4D Cubism: Modeling, Animation and Fabrication of Artistic Shapes

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    The paper describes an original approach to creating and producing artistic shapes in a cubist style. We propose mathematical models and algorithms for adding cubist features to (or cubification of) time-variant sculptural shapes as well as a practical technological pipeline embracing all the main phases of their production. A novel method is proposed for faceting and local distortion of the given artistic shape. A new concept of a 4D cubist camera is introduced for multiple projections from 4D space-time to 3D space and combining them using space-time blending to create animated sculptures. 3D printing for stop-motion animation is proposed as one of the final pipeline processing stages. The proposed techniques are implemented with artist friendly user interfaces and experimental results are presented

    Aiming High: Undergraduate Research Projects in Computer Graphics and Animation

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    Among educators, the promotion of undergraduate research is a much debated topic, with issues arising from questions as to how it can be integrated with undergraduate degree programmes and how to structure its delivery. Undergraduate research is also considered important by employers, as can be seen in case of the computer game development and visual effects industries who demand that universities produce graduate software developers with not only vocational but also with rather advanced research skills. In this paper we present a successful undergraduate research course, implemented for one of our undergraduate degree programmes. It includes teaching and learning focussed on the nature of small team research and development as encountered in the creative industries dealing with computer graphics, computer animation and game development. We discuss our curriculum design and issues in conducting undergraduate research that we have identified through several iterations of the course

    Space-Time Cubification of Artistic Shapes.

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    This poster describes an original approach to producing artistic shapes in a cubist style. We propose mathematical models and algorithms for adding cubist features to (or cubification of) time-variant sculptural shapes as well as a practical technological pipeline embracing all the main phases of their production. A novel method is proposed for faceting and local distortion of the given artistic shape. A new concept of a 4D cubist camera is introduced for multiple projections from 4D space-time to 3D space and combining them using space-time blending to create animated sculptures. The proposed techniques are implemented and experimental results are presented

    Visual-auditory Volume Rendering of Dynamic Quantum Chemistry Molecular Fields.

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    This work deals with a visual-auditory visualisation of dynamic heterogeneous objects represented by continuous scalar fields obtained from quantum chemistry. The research concentrates on complex phenomena modelling and rendering aspects and takes advantage of GPU implementation. The approach uses the constructive HyperVolume for the multi-scale representation of the molecular phenomena. To propose an approach to the visual-auditory rendering, we adapt the real-time interactive volume ray-casting to compute the optical and auditory properties. We demonstrate the approach application for the visual-auditory rendering of dynamic molecular structures

    Cubification and animation of artistic shapes

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    This poster describes an original approach to creating static and dynamic sculptures in a cubist style. We propose a novel method for faceting and local distortion thus adding cubist features and generating time-variant sculptural shapes. We introduce the concept of a 4D cubist camera for blending multiple projections from 4D space-time to 3D space. We describe a practical pipeline embracing all the main phases of production of static and dynamic cubist shapes. The proposed techniques are implemented and experimental results are presented

    Advancing Creative Visual Thinking with Constructive Function-based Modelling.

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    Modern education technologies are destined to reflect the realities of a modern digital age. The juxtaposition of real and synthetic (computer-generated) worlds as well as a greater emphasis on visual dimension are especially important characteristics that have to be taken into account in learning and teaching. We describe the ways in which an approach to constructive shape modelling can be used to advancing creative visual thinking in artistic and technical education. This approach assumes the use of a simple programming language or interactive software tools for creating a shape model, generating its images, and finally fabricating a real object of that model. It can be considered an educational technology suitable not only for children and students but also for researchers, artists, and designers. The corresponding modelling language and software tools are being developed within an international HyperFun Project. These tools are easy to use by students of different age, specialization and abilities, and can easily be extended and adapted for various educational purposes in different areas

    Procedural function-based spatial microstructures

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    We propose a new approach to modelling heterogeneous objects containing internal spatial geometric structures with size of details orders of magnitude smaller than the overall size of the object. The proposed function-based procedural representation provides a compact, precise, and arbitrarily parameterized model allowing for modelling coherent microstructures, which can undergo blending, offsetting, deformations, and other geometric operations, and can be directly rendered and fabricated without generating any auxiliary representations. In particular, modelling of regular lattices and porous media is discussed and illustrated. Examples of microstructure models rendering and fabrication using a variety of digital fabrication machines and materials are presented
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