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Fleshing: Spine‐driven Bending with Local Volume Preservation
Author(s) -
Zhuo Wei,
Rossignac Jarek
Publication year - 2013
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.12049
Subject(s) - computer science , animation , skinning , point (geometry) , volume (thermodynamics) , computer graphics (images) , bent molecular geometry , projection (relational algebra) , algorithm , combinatorics , geometry , mathematics , physics , anatomy , medicine , quantum mechanics , chemistry , organic chemistry
Several design and animation techniques use a one‐dimensional proxy C (a spine curve in 3D) to control the deformation or behavior of a digital model of a 3D shape S. We propose a modification of these “skinning” techniques that ensures local volume preservation, which is important for the physical plausibility of digital simulations. In the proposed “fleshing” techniques, as input, we consider a smooth spine C 0 , a model S 0 of a solid that lies “sufficiently close” to C 0 , and a deformed version C 1 of C 0 that is “not overly bent”. (We provide a precise characterization of these restrictions.) As output, we produce a bijective mapping M, that maps any point X of S onto a point M(X) of M(S). M satisfies two properties: (1) The closest projection of X on C 0 and of M(X) on C 1 have the same arc length parameter. (2) U and M(U) have the same volume, where U is any subset of S. We provide three different closed form expressions for radial, normal and binormal fleshing and discuss the details of their practical real‐time implementation.