6 research outputs found

    Topological correction of hypertextured implicit surfaces for ray casting

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    Hypertextures are a useful modelling tool in that they can add three-dimensional detail to the surface of otherwise smooth objects. Hypertextures can be rendered as implicit surfaces, resulting in objects with a complex but well defined boundary. However, representing a hypertexture as an implicit surface often results in many small parts being detached from the main surface, turning an object into a disconnected set. Depending on the context, this can detract from the realism in a scene where one usually does not expect a solid object to have clouds of smaller objects floating around it. We present a topology correction technique, integrated in a ray casting algorithm for hypertextured implicit surfaces, that detects and removes all the surface components that have become disconnected from the main surface. Our method works with implicit surfaces that are C2 continuous and uses Morse theory to find the critical points of the surface. The method follows the separatrix lines joining the critical points to isolate disconnected components

    Ray casting implicit fractal surfaces with reduced affine arithmetic

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    A method is presented for ray casting implicit surfaces defined by fractal combinations of procedural noise functions. The method is robust and uses affine arithmetic to bound the variation of the implicit function along a ray. The method is also efficient due to a modification in the affine arithmetic representation that introduces a condensation step at the end of every non-affine operation. We show that our method is able to retain the tight estimation capabilities of affine arithmetic for ray casting implicit surfaces made from procedural noise functions while being faster to compute and more efficient to store

    Uniform random Voronoi meshes

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    Summary. We generate Voronoi meshes over three dimensional domains with prescribed boundaries. Voronoi cells are clipped at one-sided domain boundaries. The seeds of Voronoi cells are generated by maximal Poisson-disk sampling. In contrast to centroidal Voronoi tessellations, our seed locations are unbiased. The exception is some bias near concave features of the boundary to ensure well-shaped cells. The method is extensible to generating Voronoi cells that agree on both sides of two-sided internal boundaries. Maximal uniform sampling leads naturally to bounds on the aspect ratio and dihedral angles of the cells. Small cell edges are removed by collapsing them; some facets become slightly non-planar. Voronoi meshes are preferred to tetrahedral or hexahedral meshes for some Lagrangian fracture simulations. We may generate an ensemble of random Voronoi meshes. Point location variability models some of the material strength variability observed in physical experiments. The ensemble of simulation results defines a spectrum of possible experimental results

    Simulation of deformable models with the Poisson equation.

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    In this paper, we present a new methodology for the deformation of soft objects by drawing an analogy between the Poisson equation and elastic deformation from the viewpoint of energy propagation. The potential energy stored due to a deformation caused by an external force is calculated and treated as the source injected into the Poisson system, as described by the law of conservation of energy. An improved Poisson model is developed for propagating the energy generated by the external force in a natural manner. An autonomous cellular neural network (CNN) model is established by using the analogy between the Poisson equation and CNN to solve the Poisson model for the real-time requirement of soft object deformation. A method is presented to derive the internal forces from the potential energy distribution. The proposed methodology models non-linear materials with the non-linear Poisson equation and thus non-linear CNN, rather than geometric non-linearity. It not only deals with large-range deformations, but also accommodates isotropic, anisotropic and inhomogeneous materials by simply modifying constitutive coefficients. A haptic virtual reality system has been developed for deformation simulation with force feedback. Examples are presented to demonstrate the efficiency of the proposed methodology
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