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dc.contributor.authorSchvartzman, Sara C.en_US
dc.contributor.authorGascón, Jorgeen_US
dc.contributor.authorOtaduy, Miguel A.en_US
dc.contributor.editorEitan Grinspun and Jessica Hodginsen_US
dc.date.accessioned2016-02-18T11:50:48Z
dc.date.available2016-02-18T11:50:48Z
dc.date.issued2009en_US
dc.identifier.isbn978-1-60558-610-6en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.1145/1599470.1599480en_US
dc.description.abstractSeveral 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.en_US
dc.publisherACM SIGGRAPH / Eurographics Associationen_US
dc.titleBounded Normal Trees for Reduced Deformations of Triangulated Surfacesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.description.sectionheadersGeometryen_US
dc.identifier.doi10.1145/1599470.1599480en_US
dc.identifier.pages75-82en_US


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