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Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation

Published:11 November 2013Publication History

ABSTRACT

Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.

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            • Published in

              cover image ACM Conferences
              MIG '13: Proceedings of Motion on Games
              November 2013
              30 pages
              ISBN:9781450325462
              DOI:10.1145/2522628

              Copyright © 2013 ACM

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              • Published: 11 November 2013

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