Outlined is a new approach to the problem of surfacing particle-based fluid simulations. The key idea is to construct a surface that is as smooth as possible while remaining faithful to the particle locations. We describe a mesh-based algorithm that expresses the surface in terms of a constrained optimization problem. Our algorithm incorporates a secondary contribution in Marching Tiles, a generalization of the Marching Cubes isosurfacing algorithm. Marching Tiles provides guarantees on the minimum vertex valence, making the surface mesh more amenable to numerical operators such as the Bilaplacian. / Science, Faculty of / Computer Science, Department of / Graduate
Identifer | oai:union.ndltd.org:UBC/oai:circle.library.ubc.ca:2429/906 |
Date | 05 1900 |
Creators | Williams, Brent Warren |
Publisher | University of British Columbia |
Source Sets | University of British Columbia |
Language | English |
Detected Language | English |
Type | Text, Thesis/Dissertation |
Format | 3916807 bytes, application/pdf |
Rights | Attribution-NonCommercial-NoDerivatives 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/ |
Page generated in 0.0019 seconds