Twinned meshes for dynamic triangulation of implicit surfaces

Antoine Bouthors, Matthieu Nesme
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引用次数: 20

Abstract

We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering. This method is robust, moreover it provides interactive and quality rendering of animated or manipulated implicit surfaces. This approach is based on a double triangulation of the surface, a mechanical one and a geometric one. In the first triangulation, the vertices are the nodes of a simplified mechanical finite element model. The aim of this model is to uniformly and dynamically sample the surface. It is robust, efficient and prevents the inversion of triangles. The second triangulation is dynamically created from the first one at each frame. It is used for rendering and provides details in regions of high curvature. We demonstrate this technique with skeleton-based and volumetric animated surfaces.
隐式曲面动态三角剖分的孪生网格
我们介绍了一种新的方法来网格化一个动画隐式表面进行渲染。我们的贡献是在实时渲染的范围内解决隐式三角测量的稳定性问题。该方法鲁棒性好,而且能够提供动画或操纵隐含曲面的交互式高质量渲染。这种方法基于表面的双三角剖分,一个是机械三角剖分,一个是几何三角剖分。在第一个三角剖分中,顶点是简化力学有限元模型的节点。该模型的目的是对表面进行均匀和动态的采样。它具有鲁棒性、高效性和防止三角形反转的特点。第二个三角形是在每一帧从第一个三角形动态创建的。它用于渲染并提供高曲率区域的细节。我们用基于骨架和体积的动画表面来演示这种技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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