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Issue No. 12 - December (1987 vol. 7)
ISSN: 0272-1716
pp: 20-26
Brian Wyvill , University of Calgary
Craig McPheeters , Dorset Institute of Higher Education
Geoff Wyvill , University of Otago
ABSTRACT
Since the shape of a soft object changes in response to its surroundings, it is difficult to give a single position in space as the location of the object. Indeed objects can and do break dynamically into subobjects. This means that you cannot map a solid texture onto such an object simply by using a function of the space coordinates. We have taken a different approach. Our soft objects are modeled as the volume enclosed by an isosurf ace of a field calculated from a set of key points. For each key point, we describe an abstract texture space. Any point on the surface of an object has, associated with each key point, a position in this space and a field contribution. A vector sum of these positions, weighted by the field contributions, is used to select a surface specification from the texture space. Textures mapped with this process retain their consistency during distortion and metamorphoses of objects, permitting a great variety of animation effects.
INDEX TERMS
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CITATION
Brian Wyvill, Craig McPheeters, Geoff Wyvill, "Solid Texturing of Soft Objects", IEEE Computer Graphics and Applications, vol. 7, no. , pp. 20-26, December 1987, doi:10.1109/MCG.1987.276935
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