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Deformation of skeleton based implicit objects

Sondre Langeland Hisdal
Institute of Informatics, University of Bergen, Bergen, Norway
16th Central European Seminar on Computer Graphics, 2012

@article{hisdalde2012formation,

   title={Deformation of skeleton based implicit objects},

   author={Hisdal, S.L.},

   year={2012}

}

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In this paper we present a precise contact modeling environment for skeleton based implicit objects. To render the scene composed of these implicit objects, we have implemented the state-of-the-art raycasting algorithm, called marching points, on GPU using CUDA. Further, we introduce how to interactively deform the implicit objects when they collide. To achieve this we studied several ways to deform the objects. We implemented two well-known approaches, where we also proposed a new method created as combination of both approaches. Both these approaches as well as our method are described in this paper. The implicit objects are implemented as distance surfaces. The field function for these only depend on the distance from the skeleton, and are easy to evaluate. We have achieved support for deformations of objects based on point and line skeletons.
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