“Squashing Cubes: Automating Deformable Model Construction for Graphics” by James, Barbic and Twigg

  • ©Doug L. James, Jernej Barbic, and Christopher D. Twigg

  • ©Doug L. James, Jernej Barbic, and Christopher D. Twigg

  • ©Doug L. James, Jernej Barbic, and Christopher D. Twigg

  • ©Doug L. James, Jernej Barbic, and Christopher D. Twigg

  • ©Doug L. James, Jernej Barbic, and Christopher D. Twigg

Conference:


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Title:

    Squashing Cubes: Automating Deformable Model Construction for Graphics

Session/Category Title:   Squash, Stretch, and Repeat


Presenter(s)/Author(s):



Abstract:


    The vast majority of geometric meshes used in computer graphics are optimized for rendering, and not deformable object simulation. Despite tools for volume (or surface) (re)meshing of geometric models to support physical simulation, in practice, the construction of physically based deformable models from arbitrary graphical models remains a tedious process for animators.

References:


    Faloutsos, P., van de Panne, M., and Terzopoulos, D. 1997. Dynamic Free-Form Deformations for Animation Synthesis. IEEE Trans. on Vis. Comp. Graph. 3, 3, 201–214.
    Pentland, A., and Williams, J. 1989. Good Vibrations: Modal Dynamics for Graphics and Animation. In Computer Graphics (Proceedings of SIGGRAPH 89), vol. 23, 215–222.


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