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Output details

34 - Art and Design: History, Practice and Theory

Bournemouth University

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Output 15 of 51 in the submission
Article title

Embedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid Modelling

Type
D - Journal article
Title of journal
Computer Graphics Forum
Article number
-
Volume number
29
Issue number
1
First page of article
128
ISSN of journal
14678659
Year of publication
2010
URL
-
Number of additional authors
4
Additional information

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.

Interdisciplinary
-
Cross-referral requested
-
Research group
1 - Computer Animation Research Centre
Proposed double-weighted
No
Double-weighted statement
-
Reserve for a double-weighted output
No
Non-English
No
English abstract
-