Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well-investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies
In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. We present local compression and decompression algorithms which are fast enough for real time applications. The achieved space compression rates keep pace with the best rates reported for any known global compression algorithm. These nice properties have great benefits for several important applications. Naturally, the technique can be used to compress triangle meshes without significant delay before they are stored on external devices or transmitted over a network. The presented decompression algorithm is very simple allowing a possible hardware realization of the decompression algorithm which could significantly increase the rendering speed of pipelined graphics hardware.
A] [B] [C] Figure 1: Modeling landscapes by Terrain Sketching: [A] the user sketches a silhouette curve, and [B] optionally modifies the shadow and boundary curves. [C] A matching landscape is created by surface deformation with noise propagation.
AbstractProcedural methods for terrain synthesis are capable of creating realistic depictions of heightfield terrains with little user intervention. However, users often do wish to intervene in controlling the placement and shape of landforms, but without sacrificing realism. In this paper, we present a sketching interface to procedural terrain generation. This system enables users to draw the silhouette, spine and bounding curves of both extruding (hills and mountains) and embedding landforms (river courses and canyons).Terrain is interactively generated to match the sketched constraints using multiresolution surface deformation. In addition, the wavelet noise characteristics of silhouette strokes are propagated to the surrounding terrain. With terrain sketching users can interactively create or modify landscapes incorporating varied and complex landforms.
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