Sculpting: an interactive volumetric modeling technique
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
A Generalization of Algebraic Surface Drawing
ACM Transactions on Graphics (TOG)
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Animation of Deformable Models Using Implicit Surfaces
IEEE Transactions on Visualization and Computer Graphics
Subdivision-Curve Primitives: A New Solution for Interactive Implicit Modeling
SMI '01 Proceedings of the International Conference on Shape Modeling & Applications
Mesh forging: editing of 3D-meshes using implicitly defined occluders
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Graphical Models - Special issue on SMI 2004
The HybridTree: a hybrid constructive shape representation for free-form modeling
Heterogeneous objects modelling and applications
Technical Section: Interactive free-form level-set surface-editing operators
Computers and Graphics
SMI 2011: Full Paper: Warp-based helical implicit primitives
Computers and Graphics
Convolution surfaces based on polygonal curve skeletons
Journal of Symbolic Computation
Hi-index | 0.00 |
Recent work has shown that implicit modeling using levels of details (LODs) is possible thanks to the use of subdivision-curves as skeletons. However, the geometric skeleton of a 3D shape is, in the general case, a graph of interconnected curve segments and surface patches, the exclusive use of curve skeletons is therefore not sufficient. We present a model that uses a graph of interconnected subdivision curves and surfaces as a skeleton, on which a varying radius can be specified in order to control surface thickness. The subdivision levels of the skeleton provide levels of detail for the field function that defines the implicit surface. Its visualization is achieved by generating a coarse mesh that surrounds the skeleton. At high valence skeleton vertices, triangulation topology issues are managed by locally overlapping the iso-surface triangulations. The mesh is then adaptively refined in order to sample the current LOD of the implicit surface within an error tolerance. The last contribution is a new solution to the unwanted blending problem. It avoids blending between parts of the surface that do not correspond to neighboring skeletal elements, and ensures continuity everywhere. All these methods are integrated into an interactive modeling system, where the user can create, view and edit complex shapes at different levels of detail.