Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Physically-based methods for polygonization of implicit surfaces
Proceedings of the conference on Graphics interface '92
Using particles to sample and control implicit surfaces
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A haptic interaction method for volume visualization
Proceedings of the 7th conference on Visualization '96
Guaranteeing the topology of an implicit surface polygonization for interactive modeling
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Isosurface extraction using particle systems
VIS '97 Proceedings of the 8th conference on Visualization '97
Large steps in cloth simulation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Skin: a constructive approach to modeling free-form shapes
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Spiraling edge: fast surface reconstruction from partially organized sample points
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Curvature Dependent Polygonization of Implicit Surfaces
SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
Invertible finite elements for robust simulation of large deformation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A semi-Lagrangian contouring method for fluid simulation
ACM Transactions on Graphics (TOG)
Fast Sampling of Implicit Surfaces by Particle Systems
SMI '06 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2006
GPU-based rendering of sparse low-degree implicit surfaces
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
On the velocity of an implicit surface
ACM Transactions on Graphics (TOG)
Style nodes and repolygonization for hierarchical tree-based implicit surface modelling
Computational Aesthetics'09 Proceedings of the Fifth Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
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We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering. This method is robust, moreover it provides interactive and quality rendering of animated or manipulated implicit surfaces. This approach is based on a double triangulation of the surface, a mechanical one and a geometric one. In the first triangulation, the vertices are the nodes of a simplified mechanical finite element model. The aim of this model is to uniformly and dynamically sample the surface. It is robust, efficient and prevents the inversion of triangles. The second triangulation is dynamically created from the first one at each frame. It is used for rendering and provides details in regions of high curvature. We demonstrate this technique with skeleton-based and volumetric animated surfaces.