自动构建粗的,高质量的四面体化,包围和近似动画表面

David A. Stuart, J. Levine, Ben Jones, Adam W. Bargteil
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引用次数: 6

摘要

在粗控制网格中嵌入高分辨率曲面几何是一种以低计算成本实现高质量计算机动画的标准方法。本文提出了一种有效的自动生成控制网格的方法。由此产生的高质量四面体网格包围并近似于输入表面网格,避免了外推伪影,并确保所产生的粗体积网格是足够的碰撞代理。我们的方法包括三个步骤:我们从一个四面体网格开始,这个四面体网格是由以身体为中心的立方晶格构建的,它对输入表面的边界框进行了镶嵌;然后,我们执行雕刻阶段,小心地从晶格中移除元素;最后,一个变分顶点调整阶段迭代地调整顶点位置以更接近表面几何形状。我们的方法在网格质量、分辨率和表面近似之间提供了明确的权衡。我们的实验表明,该技术可以用于构建高质量的网格,适合游戏中的模拟。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation
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.
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