Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces
Abstract
Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex positions through convex combination of a rather small set of linear transformations. In this paper, we present an algorithm for computing tight normal bounds for a surface patch with an arbitrary number of triangles, with a cost linear in the number of governor linear transformations. This algorithm for normal bound computation constitutes the key element of the Bounded Normal Tree (BN-Tree), a novel culling data structure for hierarchical self-collision detection. In situations with sparse self-contact, normal-based culling can be performed with a small output-sensitive cost, regardless of the number of triangles in the surface.
BibTeX
@inproceedings {10.1145:1599470.1599480,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {Eitan Grinspun and Jessica Hodgins},
title = {{Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces}},
author = {Schvartzman, Sara C. and Gascón, Jorge and Otaduy, Miguel A.},
year = {2009},
publisher = {ACM SIGGRAPH / Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-60558-610-6},
DOI = {10.1145/1599470.1599480}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation},
editor = {Eitan Grinspun and Jessica Hodgins},
title = {{Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces}},
author = {Schvartzman, Sara C. and Gascón, Jorge and Otaduy, Miguel A.},
year = {2009},
publisher = {ACM SIGGRAPH / Eurographics Association},
ISSN = {1727-5288},
ISBN = {978-1-60558-610-6},
DOI = {10.1145/1599470.1599480}
}