Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation
dc.contributor.author | Stuart, David A. | |
dc.contributor.author | Levine, Joshua A. | |
dc.contributor.author | Jones, Ben | |
dc.contributor.author | Bargteil, Adam W. | |
dc.date.accessioned | 2019-09-12T15:38:20Z | |
dc.date.available | 2019-09-12T15:38:20Z | |
dc.date.issued | 2013-11-06 | |
dc.description.abstract | Embedding 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.sponsorship | This 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.uri | https://dl.acm.org/citation.cfm?doid=2522628.2522648 | en_US |
dc.format.extent | 9 pages | en_US |
dc.genre | conference proceedings and papers preprints | en_US |
dc.identifier | doi:10.13016/m2bhvx-moct | |
dc.identifier.citation | David 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: 10.1145/2522628.2522648 | en_US |
dc.identifier.uri | https://doi.org/10.1145/2522628.2522648 | |
dc.identifier.uri | http://hdl.handle.net/11603/14546 | |
dc.language.iso | en_US | en_US |
dc.publisher | ACM | en_US |
dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
dc.relation.ispartof | UMBC Computer Science and Electrical Engineering Department Collection | |
dc.rights | This 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.subject | mesh generation | en_US |
dc.subject | animation of deformable bodies | en_US |
dc.subject | finite element methods | en_US |
dc.subject | UMBC Computer Animation Lab | en_US |
dc.title | Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation | en_US |
dc.type | Text | en_US |