Thick Surfaces: Interactive Modeling of Topologically Complex Geometric Details

Lots of objects in computer graphics applications are represented by surfaces. It works very well for objects of simple topology, but can get prohibitively expensive for objects with complex small-scale geometrical details. Volumetric textures aligned with a surface can be used to add topologically complex geometric details to an object, while retaining an underlying simple surface structure. The simple surface structure provides great controllability on the overall shape of the model, and volumetric textures handle geometric details and topological changes efficiently. Adding a volumetric texture to a surface requires more than a conventional two-dimensional parameterization: a part of the space surrounding the surface has to be parameterized. Another problem with using volumetric textures for adding geometric detail is the difficulty of the rendering of implicitly represented surfaces, especially when they are changed interactively. We introduce thick surfaces to represent objects with topologically complex geometric details. A thick surface consists of three components. First, a base mesh of simple structure is used to approximate the overall shape of the object. Second, a layer of space along the base mesh is parameterized. We define the layer of space as a shell, which covers the geometric details of the object. Third, volumetric textures of geometric details are mapped into the shell. The object is represented as the implicit surface encoded by the volumetric textures. Places without volumetric textures are filled with patches of the base mesh. We present algorithms for constructing a shell around a surface and rendering a volumetric-textured surface. Mipmap technique for volumetric textures is explored as well. The gradient field of a generalized distance function is used to construct a non-self-intersecting shell, which has other properties desirable for volumetric texture mapping. The rendering algorithm is designed and implemented on NVIDIA GeForceFX video chips. Finally we demonstrate a number of interactive operations that these algorithms enable.

[1]  Brian Wyvill,et al.  Introduction to Implicit Surfaces , 1997 .

[2]  James T. Kajiya,et al.  Anisotropic reflection models , 1985, SIGGRAPH.

[3]  Fabrice Neyret,et al.  A General and Multiscale Model for Volumetric Textures , 1995 .

[4]  Cass W. Everitt,et al.  Interactive Order-Independent Transparency , 2001 .

[5]  Richard K. Beatson,et al.  Reconstruction and representation of 3D objects with radial basis functions , 2001, SIGGRAPH.

[6]  William D. Henshaw,et al.  Automatic grid generation , 1996, Acta Numerica.

[7]  Fabrice Neyret,et al.  Interactive Volumetric Textures , 1998, Rendering Techniques.

[8]  Ken Perlin,et al.  An image synthesizer , 1988 .

[9]  Jane Wilhelms,et al.  DIRECT VOLUME RENDERING VIA 3D TEXTURES , 1994 .

[10]  Leonard McMillan,et al.  A procedural approach to authoring solid models , 2002, SIGGRAPH.

[11]  Fausto Bernardini,et al.  Cut-and-paste editing of multiresolution surfaces , 2002, SIGGRAPH.

[12]  J. Sethian Curvature Flow and Entropy Conditions Applied to Grid Generation , 1994 .

[13]  Rüdiger Westermann,et al.  Efficiently using graphics hardware in volume rendering applications , 1998, SIGGRAPH.

[14]  Alexei Sourin,et al.  Function representation in geometric modeling: concepts, implementation and applications , 1995, The Visual Computer.

[15]  Aseem Agarwala Volumetric surface sculpting , 1999 .

[16]  Hwan Pyo Moon,et al.  MATHEMATICAL THEORY OF MEDIAL AXIS TRANSFORM , 1997 .

[17]  Piet Hut,et al.  A hierarchical O(N log N) force-calculation algorithm , 1986, Nature.

[18]  M. Bauer,et al.  Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization , 2000, Workshop on Graphics Hardware.

[19]  Fabrice Neyret,et al.  Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures , 1998, IEEE Trans. Vis. Comput. Graph..

[20]  James M. Coggins,et al.  Object shape before boundary shape: Scale-space medial axes , 1994, Journal of Mathematical Imaging and Vision.

[21]  Dinesh Manocha,et al.  Simplification envelopes , 1996, SIGGRAPH.

[22]  Jerry L. Prince,et al.  A PDE Approach for Thickness, Correspondence, and Gridding of Annular Tissues , 2002, ECCV.

[23]  A. Ricci,et al.  A Constructive Geometry for Computer Graphics , 1973, Computer/law journal.

[24]  David H. Eberly,et al.  Ridges for image analysis , 1994, Journal of Mathematical Imaging and Vision.

[25]  Kaleem Siddiqi,et al.  The Hamilton-Jacobi skeleton , 1999, Proceedings of the Seventh IEEE International Conference on Computer Vision.

[26]  H. Choi,et al.  Two-dimensional Offsets via Medial Axis Transform I : Mathematical Theory , 2022 .

[27]  Ulrich Neumann,et al.  Accelerating Volume Reconstruction With 3D Texture Hardware , 1994 .

[28]  Hans-Peter Seidel,et al.  Hardware Accelerated Displacement Mapping for Image Based Rendering , 2001, Graphics Interface.

[29]  Lance Williams,et al.  Pyramidal parametrics , 1983, SIGGRAPH.

[30]  Alan Edelman,et al.  Modeling and rendering of weathered stone , 1999, SIGGRAPH.

[31]  Ronald N. Perry,et al.  Adaptively sampled distance fields: a general representation of shape for computer graphics , 2000, SIGGRAPH.

[32]  Patrick M. Knupp,et al.  Fundamentals of Grid Generation , 2020 .

[33]  Hyeong In Choi,et al.  New Algorithm for Medial Axis Transform of Plane Domain , 1997, CVGIP Graph. Model. Image Process..

[34]  Arie E. Kaufman,et al.  Volume sculpting , 1995, I3D '95.

[35]  Jed Lengyel,et al.  Real-Time Hair , 2000, Rendering Techniques.

[36]  Brian Cabral,et al.  Accelerated volume rendering and tomographic reconstruction using texture mapping hardware , 1994, VVS '94.

[37]  William E. Lorensen,et al.  Marching cubes: A high resolution 3D surface construction algorithm , 1987, SIGGRAPH.

[38]  E Chernyaev,et al.  Marching cubes 33 : construction of topologically correct isosurfaces , 1995 .

[39]  Bharat K. Soni,et al.  Mesh generation , 2003 .

[40]  James T. Kajiya,et al.  Rendering fur with three dimensional textures , 1989, SIGGRAPH.

[41]  Adam Finkelstein,et al.  Real-time fur over arbitrary surfaces , 2001, I3D '01.