Adaptive Sampling of Implicit Surfaces for Interactive Modeling and Animation.

An extended and revised version of this paper has been published in 
Computer Graphics Forum (December 96, Number 15, Volume 15).
 


Abstract

This paper presents a new adaptive sampling method for implicit surfaces that can been used in both interactive modeling and animation. The algorithm samples implicit objects generated by skeletons and efficiently maintains this sampling, even when their topology changes over time such as during fractures and fusions. It provides two complementary modes of immediate visualization: displaying ``scales" lying on the surface, or a piecewise polygonization. The sampling method is particularly well suited to efficiently avoid ``unwanted blending" between different parts of an object (such as blending between a leg and an arm of an implicitly defined character). Moreover, it can be used for partitionning the implicit surface into local bounding boxes that will accelerate collision detection during animations and ray-intersections during high-quality final rendering. 
 


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Citation info 
 
@inproceedings{DTG95,  
  title     =     "Adaptive sampling of implicit surfaces for interactive modeling and animation", 
  author    = "Mathieu Desbrun, Nicolas Tsingos and Marie-Paule Gascuel", 
  booktitle = "proceedings of Implicit Surfaces '95, Grenoble, France", 
  year      =    "1995", 
  month     = "Mars", 
}


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