Embedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid Modelling

This source preferred by Alexander Pasko, Oleg Fryazinov, Valery Adzhiev and Peter Comninos

Authors: Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A. and Comninos, P.

http://eprints.bournemouth.ac.uk/6071/

http://hyperfun.org/Fpublist.html#TRP

Publisher: National Centre for Computer Animation, Bournemouth University

Place of Publication: Poole, England

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.

This data was imported from DBLP:

Authors: Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A.A. and Comninos, P.

http://eprints.bournemouth.ac.uk/6071/

Pages: 128-140

DOI: 10.1111/j.1467-8659.2009.01582.x

This data was imported from Scopus:

Authors: Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A. and Comninos, P.

http://eprints.bournemouth.ac.uk/6071/

Pages: 128-140

eISSN: 1467-8659

ISSN: 0167-7055

DOI: 10.1111/j.1467-8659.2009.01582.x

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. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. 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. © 2009 The Eurographics Association and Blackwell Publishing Ltd.

This data was imported from Web of Science (Lite):

Authors: Kravtsov, D., Fryazinov, O., Adzhiev, V., Pasko, A. and Comninos, P.

http://eprints.bournemouth.ac.uk/6071/

Pages: 128-140

ISSN: 0167-7055

DOI: 10.1111/j.1467-8659.2009.01582.x

The data on this page was last updated at 04:40 on November 19, 2017.