Dynamic Triangulation of Animated Skeleton-Based Implicit Surfaces

Due to their ability to form complex structures from a few simple primitives by blending with each other, skeleton-based implicit surfaces gained considerable importance for modeling, visualization and animation. A major difficulty when using the implicit modeling paradigm lies in the efficient rendering of the modeled objects. This paper describes the fundamental ideas of a method for the dynamic triangulation of animated skeleton-based implicit surfaces, which combines the efficiency of particle-based sampling with a simultaneous triangulation of the surface. The algorithm is able to react effectively not only to dynamic changes of the shape, but even to the splitting of implicitly defined objects. Additionally, it offers the possibility to generate curvature adaptive triangulations to reduce the number of triangles while maintaining or even increasing the rendering quality.