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dc.contributor.authorKravtsov, D.en_US
dc.contributor.authorFryazinov, O.en_US
dc.contributor.authorAdzhiev, V.en_US
dc.contributor.authorPasko, A.en_US
dc.contributor.authorComninos, P.en_US
dc.date.accessioned2015-02-23T09:36:18Z
dc.date.available2015-02-23T09:36:18Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01582.xen_US
dc.description.abstractIn this paper, we address shape modelling problems, encountered in computer animation and computer games development that are difficult to solve just using polygonal meshes. Our approach is based on a hybrid-modelling concept that combines polygonal meshes with implicit surfaces. A hybrid model consists of an animated polygonal mesh and an approximation of this mesh by a convolution surface stand-in that is embedded within it or is attached to it. The motions of both objects are synchronised using a rigging skeleton. We model the interaction between an animated mesh object and a viscoelastic substance, which is normally represented in an implicit form. Our approach is aimed at achieving verisimilitude rather than physically based simulation. The adhesive behaviour of the viscous object is modelled using geometric blending operations on the corresponding implicit surfaces. Another application of this approach is the creation of metamorphosing implicit surface parts that are attached to an animated mesh. A prototype implementation of the proposed approach and several examples of modelling and animation with near real-time preview times are presented.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleEmbedded Implicit Stand-Ins for Animated Meshes: A Case of Hybrid Modellingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number1en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01582.xen_US
dc.identifier.pages128-140en_US


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