Warping as a modelling tool for CSG/implicit models

B. Wyvill, C. V. Overveld
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引用次数: 27

Abstract

Freeform deformations are useful for describing a class of complex motions within an animation system. Such deformations have been described using a generalization of parametric surfaces and their application to modeling is well documented. We present a method that can be applied to implicit surfaces which are defined as an iso surface around a set of skeletal elements. The resulting surface is approximated by a polygon mesh. Shape distortions, such as "squash and stretch" are applied automatically to models in motion by warping the space in which the models exist. A model will change its shape as the function defining the warped space can change over time or the model will deform as it moves through the warped space. Our system also treats groups of skeletal implicit primitives as CSG primitives. Warping can also be applied to these primitives. Different warp functions, for example bend, taper and twist can be applied locally or globally, the contribution from each primitive is calculated using a set of warp functions associated with that primitive. The interesting shapes, and possibly nonlinear motion obtained from space warping, would be difficult to reproduce using other techniques.
翘曲作为CSG/隐式模型的建模工具
自由变形对于描述动画系统中的一类复杂运动非常有用。这种变形已经用参数曲面的泛化来描述,它们在建模中的应用也有很好的记录。我们提出了一种可以应用于隐式表面的方法,隐式表面被定义为围绕一组骨架元素的iso表面。所得到的表面近似于多边形网格。形状扭曲,如“挤压和拉伸”,通过扭曲模型存在的空间,自动应用于运动中的模型。当定义扭曲空间的函数随时间变化时,模型会改变其形状,或者当模型在扭曲空间中移动时,模型会变形。我们的系统还将一组骨架隐式原语视为CSG原语。翘曲也可以应用于这些原语。不同的经纱函数,例如弯曲,锥度和扭转可以局部或全局应用,每个原语的贡献是使用与该原语相关的一组经纱函数来计算的。有趣的形状,以及可能从空间翘曲中获得的非线性运动,将很难用其他技术重现。
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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