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

Published: 11 November 2013 Publication 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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cover image ACM Conferences
MIG '13: Proceedings of Motion on Games
November 2013
30 pages
ISBN:9781450325462
DOI:10.1145/2522628
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 11 November 2013

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Author Tags

  1. animation of deformable bodies
  2. finite element methods
  3. mesh generation

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  • Refereed limited

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MIG '13
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MIG '13: Motion in Games
November 6 - 8, 2013
Dublin 2, Ireland

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MIG '13 Paper Acceptance Rate -9 of -9 submissions, 100%;
Overall Acceptance Rate -9 of -9 submissions, 100%

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Cited By

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  • (2024)Robust Coarse Cage Construction With Small Approximation ErrorsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.325520730:7(4234-4245)Online publication date: Jul-2024
  • (2022)Alpha wrapping with an offsetACM Transactions on Graphics10.1145/3528223.353015241:4(1-22)Online publication date: 22-Jul-2022
  • (2021)A homogenization method for nonlinear inhomogeneous elastic materialsVirtual Reality & Intelligent Hardware10.1016/j.vrih.2021.01.0023:2(156-170)Online publication date: Apr-2021
  • (2018)Decoupling simulation accuracy from mesh qualityACM Transactions on Graphics10.1145/3272127.327506737:6(1-14)Online publication date: 4-Dec-2018
  • (2016)Example-based plastic deformation of rigid bodiesACM Transactions on Graphics10.1145/2897824.292597935:4(1-11)Online publication date: 11-Jul-2016
  • (2015)Fast contact determination for intersecting deformable solidsProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822015(205-214)Online publication date: 16-Nov-2015

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