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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Shape modeling by swept space deformation

Angelidis, Alexis, n/a January 2006 (has links)
In Computer Graphics, in the context of shape modeling on a computer, a common characteristic of popular techniques is the possibility for the artist to operate on a shape by modifying directly the shape�s mathematical description. But with the constant increase of computing power, it has become increasingly realistic and effective to insert interfaces between the artist and the mathematics describing the shape. While in the future, shape descriptions are likely to be replaced with new ones, this should not affect the development of new and existing shape interfaces. Space deformation is a family of techniques that permits describing an interface independently from the description. Our thesis is that while space deformation techniques are used for solving a wide range of problems in Computer Graphics, they are missing a framework for the specific task of interactive shape modeling. We propose such a framework called sweepers, together with a set of related techniques for shape modeling. In sweepers, we define simultaneous-tools deformation, volume-preserving deformation, topology-changing deformation and animated deformation. Our swept-fluid technique introduces the idea that a deformation can be described as a fluid. In fact, the sweepers framework is not restrained to shape modeling and is also used to define a new fluid animation technique. Since the motion of a fluid can be considered locally as rigid, we define a formalism for handling conveniently rigid transformations. To display shapes, we propose a mesh update algorithm, a point-based shape description and a discrete implicit surface, and we have performed preliminary tests with inverse-raytracing. Finally, our technique called spherical-springs can be used to attach a texture to our shapes.
2

Shape modeling by swept space deformation

Angelidis, Alexis, n/a January 2006 (has links)
In Computer Graphics, in the context of shape modeling on a computer, a common characteristic of popular techniques is the possibility for the artist to operate on a shape by modifying directly the shape�s mathematical description. But with the constant increase of computing power, it has become increasingly realistic and effective to insert interfaces between the artist and the mathematics describing the shape. While in the future, shape descriptions are likely to be replaced with new ones, this should not affect the development of new and existing shape interfaces. Space deformation is a family of techniques that permits describing an interface independently from the description. Our thesis is that while space deformation techniques are used for solving a wide range of problems in Computer Graphics, they are missing a framework for the specific task of interactive shape modeling. We propose such a framework called sweepers, together with a set of related techniques for shape modeling. In sweepers, we define simultaneous-tools deformation, volume-preserving deformation, topology-changing deformation and animated deformation. Our swept-fluid technique introduces the idea that a deformation can be described as a fluid. In fact, the sweepers framework is not restrained to shape modeling and is also used to define a new fluid animation technique. Since the motion of a fluid can be considered locally as rigid, we define a formalism for handling conveniently rigid transformations. To display shapes, we propose a mesh update algorithm, a point-based shape description and a discrete implicit surface, and we have performed preliminary tests with inverse-raytracing. Finally, our technique called spherical-springs can be used to attach a texture to our shapes.

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