Temporally coherent sculpture of composite objects

We address the problem of virtual sculpting and deformation of shapes composed of small, randomly placed objects. Objects may be tightly packed - such as pebbles, pills, seeds and grains, or be sparsely distributed with an overarching shape - such as flocks of birds or schools of fish. Virtual sculpture has rapidly become a standard in the entertainment industry. Composites, though, are still usually created in a static way by individually placing each object or by sculpting a support surface and procedurally populating the final shape. That raises problems for the generalization to evolving shapes with visual continuity of the components. Large amounts of geometrical data are generated, and must be maintained and processed, both by the CPU and by the GPU. Whenever the shape is deformed, one has to define how these compositing objects should turn, displace or disappear inside the volume, as well as how new instances should become visible to the outside. It is difficult to rely on a physical system to perform that task in real time. The system we suggest can be constructed upon any uniform mesh-based representation that can be deformed and whose connectivity can be updated by operations such as edge splits, collapses, and flips. The mesh remains populated with an aperiodic distribution of composing elements that are automatically updated under deformation. The idea is to sculpt the shape as if it were filled with little objects, without handling the complexity of manipulating volumetric shapes. For this purpose, we suggest exploiting the properties of the uniform sampling of the surface. We show that we are able to properly handle virtual sculpting of composites in real-time and maintaining temporal continuity. This system also uses GPU optimizations to render individual elements efficiently. To our knowledge, no previous sculpting system allows the user to simultaneously see and sculpt agglomerates in such a fast and reliable fashion. Graphical abstractDisplay Omitted HighlightsSculpt agglomerate objects with user-defined compositing element density.Seamless compositing element insertion and deletion.Temporal continuity by using an anchor mesh that maintains a uniform sampling.GPU optimizations for intersection prevention and variability.

[1]  Oscar Meruvia Pastor,et al.  Real-Time Animated Stippling , 2003, IEEE Computer Graphics and Applications.

[2]  Ares Lagae,et al.  Tile-based methods for interactive applications , 2008, SIGGRAPH '08.

[3]  Christian Rössl,et al.  Laplacian surface editing , 2004, SGP '04.

[4]  Leif Kobbelt,et al.  Geometry seam carving , 2014, Comput. Aided Des..

[5]  Sylvain Lefebvre,et al.  Dynamic element textures , 2013, ACM Trans. Graph..

[6]  Eric Galin,et al.  Procedural Generation of Rock Piles using Aperiodic Tiling , 2009, Comput. Graph. Forum.

[7]  Hans-Peter Seidel,et al.  Vector field based shape deformations , 2006, ACM Trans. Graph..

[8]  Gurprit Singh,et al.  Fast tile-based adaptive sampling with user-specified Fourier spectra , 2014, ACM Trans. Graph..

[9]  Karan Singh,et al.  Mosaic: sketch-based interface for creating digital decorative mosaics , 2014, SBIM '14.

[10]  Kenny Mitchell,et al.  Survey of texture mapping techniques for representing and rendering volumetric mesostructure , 2014 .

[11]  M. Pauly,et al.  Embedded deformation for shape manipulation , 2007, SIGGRAPH 2007.

[12]  Geoff Wyvill,et al.  Swirling-sweepers: Constant-volume modeling , 2006, Graph. Model..

[13]  Marie-Paule Cani,et al.  Real-time continuous self-replicating details for shape deformation , 2015, Comput. Graph..

[14]  Geoff Wyvill,et al.  Swirling-sweepers: constant-volume modeling , 2004, 12th Pacific Conference on Computer Graphics and Applications, 2004. PG 2004. Proceedings..

[15]  Pierre Poulin,et al.  WorldBrush , 2015, ACM Trans. Graph..

[16]  Voicu Popescu,et al.  Just‐in‐Time Texture Synthesis , 2013, Comput. Graph. Forum.

[17]  Chi-Wing Fu,et al.  Anisotropic blue noise sampling , 2010, ACM Trans. Graph..

[18]  Brian Wyvill,et al.  Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces , 2014, Comput. Graph. Forum.

[19]  V. Ostromoukhov,et al.  Fast hierarchical importance sampling with blue noise properties , 2004, SIGGRAPH 2004.

[20]  Jacques-Olivier Lachaud,et al.  Deformable meshes with automated topology changes for coarse-to-fine three-dimensional surface extraction , 1999, Medical Image Anal..

[21]  Steve Marschner,et al.  Multi-scale modeling and rendering of granular materials , 2015, ACM Trans. Graph..

[22]  Derek Nowrouzezahrai,et al.  Surface turbulence for particle-based liquid simulations , 2015, ACM Trans. Graph..

[23]  Pascal Barla,et al.  Dynamic Point Distribution for Stroke-based Rendering , 2007, Rendering Techniques.

[24]  Raphaëlle Chaine,et al.  Sculpting multi-dimensional nested structures , 2013, Comput. Graph..

[25]  Jean-Michel Dischler,et al.  Texture Particles , 2002, Comput. Graph. Forum.

[26]  Marc Stamminger,et al.  On predicting visual popping in dynamic scenes , 2009, APGV '09.

[27]  Raphaëlle Chaine,et al.  Freestyle: Sculpting meshes with self-adaptive topology , 2011, Comput. Graph..

[28]  Hao Zhang,et al.  5-6-7 Meshes , 2012, Graphics Interface.

[29]  Matthias Zwicker,et al.  Pointshop 3D: an interactive system for point-based surface editing , 2002, SIGGRAPH.

[30]  Cláudio T. Silva,et al.  Fast adaptive blue noise on polygonal surfaces , 2014, Graph. Model..

[31]  Neil A. Dodgson,et al.  Preventing Self-Intersection under Free-Form Deformation , 2001, IEEE Trans. Vis. Comput. Graph..

[32]  Hao Li,et al.  Tracking surfaces with evolving topology , 2012, ACM Trans. Graph..

[33]  Li-Yi Wei,et al.  Tile-based texture mapping on graphics hardware , 2004, SIGGRAPH '04.

[34]  James E. Gain,et al.  Warp sculpting , 2005, IEEE Transactions on Visualization and Computer Graphics.

[35]  David Mould Proceedings of the 4th Joint Symposium on Computational Aesthetics, Non-Photorealistic Animation and Rendering, and Sketch-Based Interfaces and Modeling , 2014, NPAR 2014.

[36]  Jean-Michel Dischler,et al.  On-the-fly multi-scale infinite texturing from example , 2013, ACM Trans. Graph..

[37]  Dinesh Manocha,et al.  Simplifying polygonal models using successive mappings , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[38]  Dinesh Manocha,et al.  Fast continuous collision detection using deforming non-penetration filters , 2010, I3D '10.