Output details
34 - Art and Design: History, Practice and Theory
Bournemouth University
Embedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid Modelling
Originality - This paper describes a new method based on so-called hybrid modelling that can be useful to deal with challenging computer animation and games development applications. Actually all the conventional animation tools (e.g., Maya, etc.) as well as game engines are based on polygonal representations of the objects. The originality of the proposed hybrid model lies in combining animated polygonal meshes with implicit surfaces. The motions of both objects are synchronised using a rigging skeleton.
Rigour - The proposed technique is based on purely geometric properties and operations on the interacting objects. An implicit surface is an approximation of the mesh by a convolution surface stand-in that is embedded within it or is attached to it. In contrast to the known fluid dynamics techniques that are based on physical simulation, our technique is not computationally expensive.
Significance - The novel method described in the paper allows for a high level of control over the animation of both the mesh and the implicit surface components of the model. What is important is that the proposed technique can be employed in a conventional animation pipeline with near real-time preview. It might even be suitable for real-time applications such as computer games where visual results and low computation times are more important than physical correctness. The method has been applied to model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. A prototype plug-in for a commercial animation system has been implemented and tested. We have shown that hybrid models including convolution surfaces show great promise for modelling dynamic effects in animation and games.