Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
Melting and Burning Solids into Liquids and Gases
IEEE Transactions on Visualization and Computer Graphics
Harmonic volumetric mapping for solid modeling applications
Proceedings of the 2007 ACM symposium on Solid and physical modeling
Embedded multigrid approach for real-time volumetric deformation
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Technical Section: Feature-aligned harmonic volumetric mapping using MFS
Computers and Graphics
Journal of Computational Physics
Technical Section: Fitting 3D garment models onto individual human models
Computers and Graphics
Journal of Computational Physics
Customizing 3D garments based on volumetric deformation
Computers in Industry
Evaluating the impact of shape on finite element simulations in a medical context
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
Speeding up the simulation of deformable objects through mesh improvement
Computer Animation and Virtual Worlds
Robust inside-outside segmentation using generalized winding numbers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a tetrahedral mesh generation algorithm designed for the Lagrangian simulation of deformable bodies. The algorithm’s input is a level set (i.e., a signed distance function on a Cartesian grid or octree). First a bounding box of the object is covered with a uniform lattice of subdivision-invariant tetrahedra. The level set is then used to guide a red green adaptive subdivision procedure that is based on both the local curvature and the proximity to the object boundary. The final topology is carefully chosen so that the connectivity is suitable for large deformation and the mesh approximates the desired shape. Finally, this candidate mesh is compressed to match the object boundary. To maintain element quality during this compression phase we relax the positions of the nodes using finite elements, masses and springs, or an optimization procedure. The resulting mesh is well suited for simulation since it is highly structured, has topology chosen specifically for large deformations, and is readily refined if required during subsequent simulation. We then use this algorithm to generate meshes for the simulation of skeletal muscle from level set representations of the anatomy. The geometric complexity of biological materials makes it very difficult to generate these models procedurally and as a result we obtain most if not all data from an actual human subject. Our current method involves using voxelized data from the Visible Male [1] to create level set representations of muscle and bone geometries. Given this representation, we use simple level set operations to rebuild and repair errors in the segmented data as well as to smooth aliasing inherent in the voxelized data.