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Twinned Meshes for Dynamic Triangulation of Implicit Surfaces

In Healey C. .G. et Lank E. editors, Graphics Interface, GI '07. Montréal, Canada, mai 2007. ACM International Conference Proceeding Series pages 3–9. ACM Press, 2007.
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We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering. This method is robust, moreover it provides interactive and quality rendering of animated or manipulated implicit surfaces.
This approach is based on a double triangulation of the surface, a mechanical one and a geometric one. In the first triangulation, the vertices are the nodes of a simplified mechanical finite element model. The aim of this model is to uniformly and dynamically sample the surface. It is robust, efficient and prevents the inversion of triangles. The second triangulation is dynamically created from the first one at each frame. It is used for rendering and provides details in regions of high curvature. We demonstrate this technique with skeleton-based and volumetric animated surfaces.

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Références BibTex

@inproceedings{BN07,
author = {Antoine Bouthors and Matthieu Nesme},
title = {Twinned Meshes for Dynamic Triangulation of Implicit Surfaces},
booktitle = {Graphics Interface, GI '07, May, 2007},
series = {ACM International Conference Proceeding Series},
editor = {Christopher G. Healey and Edward Lank},
address = {Montr\'eal, Canada},
publisher = {ACM Press},
pages = {3--9},
keywords = {implicit surfaces, real-time, triangulation},
year = 2007
}

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