Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation

dc.contributor.authorStuart, David A.
dc.contributor.authorLevine, Joshua A.
dc.contributor.authorJones, Ben
dc.contributor.authorBargteil, Adam W.
dc.date.accessioned2019-09-12T15:38:20Z
dc.date.available2019-09-12T15:38:20Z
dc.date.issued2013-11-06
dc.description.abstractEmbedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.en_US
dc.description.sponsorshipThis work was supported in part by a gift from Adobe Systems Incorporated and National Science Foundation Awards CNS-0855167, IIS-1249756, and IIS-1314896.en_US
dc.description.urihttps://dl.acm.org/citation.cfm?doid=2522628.2522648en_US
dc.format.extent9 pagesen_US
dc.genreconference proceedings and papers preprintsen_US
dc.identifierdoi:10.13016/m2bhvx-moct
dc.identifier.citationDavid A. Stuart, Joshua A. Levine, et.al, Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation , Proceeding MIG '13 Proceedings of Motion on Games Pages 213-222 Dublin 2, Ireland, November 06 - 08, 2013, DOI: 10.1145/2522628.2522648en_US
dc.identifier.urihttps://doi.org/10.1145/2522628.2522648
dc.identifier.urihttp://hdl.handle.net/11603/14546
dc.language.isoen_USen_US
dc.publisherACMen_US
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.rightsThis item is likely protected under Title 17 of the U.S. Copyright Law. Unless on a Creative Commons license, for uses protected by Copyright Law, contact the copyright holder or the author.
dc.subjectmesh generationen_US
dc.subjectanimation of deformable bodiesen_US
dc.subjectfinite element methodsen_US
dc.subjectUMBC Computer Animation Laben_US
dc.titleAutomatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animationen_US
dc.typeTexten_US

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