Warping as a modelling tool for CSG/implicit models

Freeform deformations are useful for describing a class of complex motions within an animation system. Such deformations have been described using a generalization of parametric surfaces and their application to modeling is well documented. We present a method that can be applied to implicit surfaces which are defined as an iso surface around a set of skeletal elements. The resulting surface is approximated by a polygon mesh. Shape distortions, such as "squash and stretch" are applied automatically to models in motion by warping the space in which the models exist. A model will change its shape as the function defining the warped space can change over time or the model will deform as it moves through the warped space. Our system also treats groups of skeletal implicit primitives as CSG primitives. Warping can also be applied to these primitives. Different warp functions, for example bend, taper and twist can be applied locally or globally, the contribution from each primitive is calculated using a set of warp functions associated with that primitive. The interesting shapes, and possibly nonlinear motion obtained from space warping, would be difficult to reproduce using other techniques.

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