dc.contributor.author | Zhuo, Wei | en_US |
dc.contributor.author | Rossignac, Jarek | en_US |
dc.contributor.editor | I. Navazo, P. Poulin | en_US |
dc.date.accessioned | 2015-02-28T15:23:21Z | |
dc.date.available | 2015-02-28T15:23:21Z | |
dc.date.issued | 2013 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12049 | en_US |
dc.description.abstract | Several design and animation techniques use a one-dimensional proxyC (a spine curve in 3D) to control the deformation or behavior of a digital model of a 3D shape S. We propose a modification of these ''skinning'' techniques that ensures local volume preservation, which is important for the physical plausibility of digital simulations. In the proposed ''fleshing'' techniques, as input, we consider a smooth spine C0, a model S0 of a solid that lies ''sufficiently close'' to C0, and a deformed version C1 of C0 that is ''not overly bent''. (We provide a precise characterization of these restrictions.) As output, we produce a bijective mapping M, that maps any point X of S onto a point M(X) of M(S). M satisfies two properties: (1) The closest projection of X on C0 and of M(X) on C1 have the same arc length parameter. (2) U and M(U) have the same volume, where U is any subset of S. We provide three different closed form expressions for radial, normal and binormal fleshing and discuss the details of their practical real-time implementation. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry and Object Modeling | en_US |
dc.subject | Geometric transformations F.2.2 [Theory of Computation] | en_US |
dc.subject | Nonnumerical Algorithms and Problems | en_US |
dc.subject | Geometrical problems and computations | en_US |
dc.title | Fleshing: Spine-driven Bending with Local Volume Preservation | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |