Twinned Meshes for Dynamic Triangulation of Implicit Surfaces

Graphics Interface - may 2007
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We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering. This method is robust, moreover it provides interactive and quality rendering of animated or manipulated implicit surfaces.
This approach is based on a double triangulation of the surface, a mechanical one and a geometric one. In the first triangulation, the vertices are the nodes of a simplified mechanical finite element model. The aim of this model is to uniformly and dynamically sample the surface. It is robust, efficient and prevents the inversion of triangles. The second triangulation is dynamically created from the first one at each frame. It is used for rendering and provides details in regions of high curvature. We demonstrate this technique with skeleton-based and volumetric animated surfaces.

Images and movies


See also

See also:
Dynamic Triangulation of Implicit Surfaces: towards the handling of topology changes
Topological modifications of animated surfaces

BibTex references

  author       = "Bouthors, Antoine and Nesme, Matthieu",
  title        = "Twinned Meshes for Dynamic Triangulation of Implicit Surfaces",
  booktitle    = "Graphics Interface",
  month        = "may",
  year         = "2007",
  address      = "Montr\'eal",
  keywords     = "implicit surfaces, real-time, triangulation",
  url          = ""

Other publications in the database

» Antoine Bouthors : in lab LJK base , in team EVASION base
» Matthieu Nesme : in lab LJK base , in team EVASION base