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dc.contributor.authorZhuo, Weien_US
dc.contributor.authorRossignac, Jareken_US
dc.contributor.editorI. Navazo, P. Poulinen_US
dc.date.accessioned2015-02-28T15:23:21Z
dc.date.available2015-02-28T15:23:21Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12049en_US
dc.description.abstractSeveral design and animation techniques use a one-dimensional proxyC (a spine curve in 3D) to control the deformation or behavior of a digital model of a 3D shape S. We propose a modification of these ''skinning'' techniques that ensures local volume preservation, which is important for the physical plausibility of digital simulations. In the proposed ''fleshing'' techniques, as input, we consider a smooth spine C0, a model S0 of a solid that lies ''sufficiently close'' to C0, and a deformed version C1 of C0 that is ''not overly bent''. (We provide a precise characterization of these restrictions.) As output, we produce a bijective mapping M, that maps any point X of S onto a point M(X) of M(S). M satisfies two properties: (1) The closest projection of X on C0 and of M(X) on C1 have the same arc length parameter. (2) U and M(U) have the same volume, where U is any subset of S. We provide three different closed form expressions for radial, normal and binormal fleshing and discuss the details of their practical real-time implementation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectGeometric transformations F.2.2 [Theory of Computation]en_US
dc.subjectNonnumerical Algorithms and Problemsen_US
dc.subjectGeometrical problems and computationsen_US
dc.titleFleshing: Spine-driven Bending with Local Volume Preservationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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