TY - GEN
T1 - Automatic construction of coarse, high-quality tetrahedralizations that enclose and approximate surfaces for animation
AU - Stuart, David A.
AU - Levine, Joshua A.
AU - Jones, Ben
AU - Bargteil, Adam W.
PY - 2013
Y1 - 2013
N2 - Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.
AB - Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.
KW - animation of deformable bodies
KW - finite element methods
KW - mesh generation
UR - http://www.scopus.com/inward/record.url?scp=84889568255&partnerID=8YFLogxK
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U2 - 10.1145/2522628.2522648
DO - 10.1145/2522628.2522648
M3 - Conference contribution
AN - SCOPUS:84889568255
SN - 9781450325462
T3 - Proceedings - Motion in Games 2013, MIG 2013
SP - 191
EP - 199
BT - Proceedings - Motion in Games 2013, MIG 2013
T2 - 6th International Conference on Motion in Games, MIG 2013
Y2 - 7 November 2013 through 9 November 2013
ER -