Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
An implicit surface polygonizer
Graphics gems IV
Free-form shape design using triangulated surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A signal processing approach to fair surface design
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Practical animation of liquids
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Animation and rendering of complex water surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Improved bi-Laplacian mesh fairing
Mathematical Methods for Curves and Surfaces
Fast Surface Reconstruction Using the Level Set Method
VLSM '01 Proceedings of the IEEE Workshop on Variational and Level Set Methods (VLSM'01)
Particle-based fluid simulation for interactive applications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geometric surface processing via normal maps
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2005 Papers
A Lagrangian particle level set method
Journal of Computational Physics
A semi-Lagrangian contouring method for fluid simulation
ACM Transactions on Graphics (TOG)
Dynamic Tubular Grid: An Efficient Data Structure and Algorithms for High Resolution Level Sets
Journal of Scientific Computing
Rigid core particle: stabilization technique in large time step fluid simulation
ACM SIGGRAPH 2006 Research posters
A unified particle model for fluid–solid interactions: Research Articles
Computer Animation and Virtual Worlds
Adaptively sampled particle fluids
ACM SIGGRAPH 2007 papers
Blobtacular: surfacing particle system in "Pirates of the Caribbean 3"
ACM SIGGRAPH 2007 sketches
Extracting and parametrizing temporally coherent surfaces from particles
ACM SIGGRAPH 2007 sketches
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Discrete laplace operators: no free lunch
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Constraint-based fairing of surface meshes
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Discrete quadratic curvature energies
Computer Aided Geometric Design
Fast viscoelastic behavior with thin features
ACM SIGGRAPH 2008 papers
Deforming meshes that split and merge
ACM SIGGRAPH 2009 papers
A point-based method for animating elastoplastic solids
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fast and robust tracking of fluid surfaces
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A point-based method for animating incompressible flow
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Stretching and wiggling liquids
ACM SIGGRAPH Asia 2009 papers
Reconstructing surfaces of particle-based fluids using anisotropic kernels
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Explicit Mesh Surfaces for Particle Based Fluids
Computer Graphics Forum
Staggered meshless solid-fluid coupling
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Reconstructing surfaces of particle-based fluids using anisotropic kernels
ACM Transactions on Graphics (TOG)
Simulating free surface flow with very large time steps
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Simulating free surface flow with very large time steps
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Highly adaptive liquid simulations on tetrahedral meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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In this paper, we present a straightforward, easy to implement method for particle skinning---generating surfaces from animated particle data. We cast the problem in terms of constrained optimization and solve the optimization using a level-set approach. The optimization seeks to minimize the thin-plate energy of the surface, while staying between surfaces defined by the union of spheres centered at the particles. Our approach skins each frame independently while preserving the temporal coherence of the underlying particle animation. Thus, it is well-suited for environments where particle skinning is treated as a post-process, with each frame generated in parallel. We demonstrate our method on data generated by a variety of fluid simulation techniques and simple particle systems.