dc.contributor.author | Schvartzman, Sara C. | en_US |
dc.contributor.author | Gascón, Jorge | en_US |
dc.contributor.author | Otaduy, Miguel A. | en_US |
dc.contributor.editor | Eitan Grinspun and Jessica Hodgins | en_US |
dc.date.accessioned | 2016-02-18T11:50:48Z | |
dc.date.available | 2016-02-18T11:50:48Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.isbn | 978-1-60558-610-6 | en_US |
dc.identifier.issn | 1727-5288 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1145/1599470.1599480 | en_US |
dc.description.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. | en_US |
dc.publisher | ACM SIGGRAPH / Eurographics Association | en_US |
dc.title | Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on Computer Animation | en_US |
dc.description.sectionheaders | Geometry | en_US |
dc.identifier.doi | 10.1145/1599470.1599480 | en_US |
dc.identifier.pages | 75-82 | en_US |