In this paper, we present a multigrid technique for efficiently deforming large surface and volume meshes. We show that a previous least-squares formulation for distortion minimization reduces to a Laplacian system on a general graph structure for which we derive an analytic expression. We then describe an efficient multigrid algorithm for solving the relevant equations. Here we develop novel prolongation and restriction operators used in the multigrid cycles. Combined with a simple but effective graph coarsening strategy, our algorithm can outperform other multigrid solvers and the factorization stage of direct solvers in both time and memory costs for large meshes. It is demonstrated that our solver can trade off accuracy for speed to achieve greater interactivity, which is attractive for manipulating large meshes. Our multigrid solver is particularly well suited for a mesh editing environment which does not permit extensive precomputation. Experimental evidence of these advantages is provided on a number of meshes with a wide range of size. With our mesh deformation solver, we also successfully demonstrate that visually appealing mesh animations can be generated from both motion capture data and a single base mesh even when they are inconsistent.
Following rapidly changing target objects is a challenging problem in fluid control, especially when the natural fluid motion should be preserved. The fluid should be responsive to the changing configuration of the target and, at the same time, its motion should not be overconstrained. In this paper, we introduce an efficient and effective solution by applying two different external force fields. The first one is a feedback force field which compensates for discrepancies in both shape and velocity. Its shape component is designed to be divergence free so that it can survive the velocity projection step. The second one is the gradient field of a potential function defined by the shape and skeletion of the target object. Our experiments indicate a mixture of these two force fields can achieve desirable and pleasing effects.
Tensor approximation is necessary to obtain compact multilinear models for multi-dimensional visual datasets. Traditionally, each multi-dimensional data item is represented as a vector. Such a scheme flattens the data and partially destroys the internal structures established throughout the multiple dimensions. In this paper, we retain the original dimensionality of the data items to more effectively exploit existing spatial redundancy and allow more efficient computation. Since the size of visual datasets can easily exceed the memory capacity of a single machine, we also present an out-of-core algorithm for higher-order tensor approximation. The basic idea is to partition a tensor into smaller blocks and perform tensor-related operations blockwise. We have successfully applied our techniques to three graphics-related data-driven models, including 6D bidirectional texture functions, 7D dynamic BTFs and 4D volume simulation sequences. Experimental results indicate that our techniques can not only process out-of-core data, but also achieve higher compression ratios and quality than previous methods.
This article addresses the problem of controlling the density and dynamics of smoke (a gas phenomenon) so that the synthetic appearance of the smoke (gas) resembles a still or moving object. Both the smoke region and the target object are represented as implicit functions. As a part of the target implicit function, a shape transformation is generated between an initial smoke region and the target object. In order to match the smoke surface with the target surface, we impose carefully designed velocity constraints on the smoke boundary during a dynamic fluid simulation. The velocity constraints are derived from an iterative functional minimization procedure for shape matching. The dynamics of the smoke is formulated using a novel compressible fluid model which can effectively absorb the discontinuities in the velocity field caused by imposed velocity constraints while reproducing realistic smoke appearances. As a result, a smoke region can evolve into a regular object and follow the motion of the object, while maintaining its smoke appearance.
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