Current methods for building models using implicit volume techniques present problems defining accurate and controllable blend shapes between implicit primitives. We present new methods to extend the freedom and controllability of implicit volume modeling. The main idea is to use a free-form curve to define the profile of the blend region between implicit primitives. The use of a free-form implicit curve, controlled point-by-point in the Euclidean user space, allows us to group boolean composition operators with sharp transitions or smooth free-form transitions in a single modeling metaphor. This idea is generalized for the creation, sculpting and manipulation of volume objects, while providing the user with simplicity, controllability and freedom in implicit modeling.
We introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that field functions should not only be combined based on their values, but also on their gradients. We implement this idea through a family of C ∞ composition operators evaluated on the GPU for efficiency, and illustrate it by applications to constructive modeling and animation.
Potential functions allow the definition of both an implicit surface and its volume. In this representation, two categories can be distinguished: bounded and unbounded representations. Boolean composition operators are standard modelling tools allowing complex objects to be built by the combination of simple volume primitives. Though they are well denned for the second category, there is no clear definition of the properties that such operators should satisfy in order to provide bounded representation with both smooth and sharp transition. In this paper, we focus on bounded implicit representation. We first present fundamental properties to create adequate composition operators. From this theoretical framework, we derive a set of Boolean operators providing union, intersection and difference with or without smooth transition. Our new operators integrate accurate point-by-point control of smooth transitions and they generate G 1 continuous potential fields even when sharp transition operators are used.
Figure 1: (a) The Jeff model in rest pose. Its shoulders are rotated and skinned with (b) implicit skinning (by Vaillant et al. [2013]) which locally deforms the mesh according to some preset weights and (c) our new technique which automatically produces a plausible skin elasticity (notice how the belly button stretches). On the right, the Dana's knee is bent with an extreme rotation angle. (d) Implicit Skinning fails to handle deep self-intersections while (e) our technique allows large bending angles and the self-intersection at the knee is handled correctly. AbstractWe present a novel approach to interactive character skinning, which is robust to extreme character movements, handles skin contacts and produces the effect of skin elasticity (sliding). Our approach builds on the idea of implicit skinning in which the character is approximated by a 3D scalar field and mesh-vertices are appropriately re-projected. Instead of being bound by an initial skinning solution used to initialize the shape at each time step, we use the skin mesh to directly track iso-surfaces of the field over time. Technical problems are two-fold: firstly, all contact surfaces generated between skin parts should be captured as iso-surfaces of the implicit field; secondly, the tracking method should capture elastic skin effects when the joints bend, and as the character returns to its rest shape, so the skin must follow. Our solutions include: new composition operators enabling blending effects and local self-contact between implicit surfaces, as well as a tangential relaxation scheme derived from the as-rigid-as possible energy to solve the tracking problem.
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