Using particles to sample and control implicit surfaces

@article{Witkin2005UsingPT,
  title={Using particles to sample and control implicit surfaces},
  author={Andrew P. Witkin and Paul S. Heckbert},
  journal={ACM SIGGRAPH 2005 Courses},
  year={2005}
}
We present a new particle-based approach to sampling and controlling implicit surfaces. A simple constraint locks a set of particles onto a surface while the particles and the surface move. We use the constraint to make surfaces follow particles, and to make particles follow surfaces. We implement control points for direct manipulation by specifying particle motions, then solving for surface motion that maintains the constraint. For sampling and rendering, we run the constraint in the other… 

Figures from this paper

Robust particle systems for curvature dependent sampling of implicit surfaces

A new class of energy functions for distributing particles on implicit surfaces and a corresponding set of numerical techniques that provide stable, scalable, efficient, and controllable mechanisms for distributing particle systems that sample implicit surfaces within a locally adaptive framework are presented.

Using particles to sample and control more complex implicit surfaces

These new techniques allow constrained particle systems to sample and control more complex models than before possible and develop adapters, which are special shape-transformation operators that automatically adjust the underlying parameters to yield the same effect as the transformation.

Sampling Point-Set Implicits

A novel approach for point-set implicit surface sampling that is able to rapidly distribute particles over the surface of 3D objects using the inner structure of a MPU implicit to obtain a near-optimal initial distribution, with higher densities in areas of higher complexity.

Preprocessing for Accelerating Convergence of Repulsive-Particle Systems for Sampling Implicit Surfaces

A novel preprocessing technique to tune an initial state of the particle systems, which accelerates convergence of the particles systems noticeably keeping the number of particles constant and leads to uniform inter-particle distances in the final convergent state.

Clipart Rendering with Dynamic Particle Systems

A new particle-based method for samp ling and rendering several types of the nonphotorealistic featu r contours on implicit surfaces: silhouette, shadow, specular s h dow and suggestive contours is presented.

Using Langevin-Type Stochastic-Dynamical Particles for Sampling and Rendering Implicit Surfaces

A new sampling method for 2D and 3D implicit surfaces based on a stochastic process defined by the Langevin equation with a Gaussian random-force term that works very well for implicit surfaces which are complicated topologically, mathematically, and/or in shape.

A particle system for implicit surfaces reconstruction

A particle system which displays implicit surfaces is presented, which can finally reach a stable and balance state and is effective on displaying singularity points.

MarchingParticles: Fast Generation of Particles for the Sampling of Implicit Surfaces

A technique is proposed which enables us to rapidly generate the set of final particles with near-optimal positions and does not need the usual split-and-death criterion anymore and only about ten relaxation steps are necessary to get a high quality sampling.
...

References

SHOWING 1-10 OF 80 REFERENCES

Surface modeling with oriented particle systems

A new model of elastic surfaces based on interacting particle systems, which, unlike previous techniques, can be used to join, or extend surfaces without the need for manual intervention.

Curved surfaces and coherence for non-penetrating rigid body simulation

Algorithms for performing collision detection during simulation on bodies composed of both polyhedra and strictly convex curved surfaces are presented and exploit the geometric coherence between successive time steps of the simulation to achieve efficient running times.

Fast animation and control of nonrigid structures

A fast method for creating physically based animation of non-rigid objects based on global deformations based on the use of deformations that are linear in the state of the system causes the constraint matrices to be constant.

Functional optimization for fair surface design

A simple-to-use mechanism for the creation of complex smoothly shaped surfaces of any genus or topology that allows the specification of a desired surface in the most natural way and produces very high quality surfaces with predictable, intuitive behavior.

Generating textures on arbitrary surfaces using reaction-diffusion

A biologically motivated method of texture synthesis called reaction-diffusion is described and it is demonstrated how these textures can be generated in a manner that directly matches the geometry of a given surface.

Polygonization of implicit surfaces

Re-tiling polygonal surfaces

This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.

Interactive dynamics

This work presents a mathematical and computational formulation for constrained dynamics that makes the ability to create complex physical models dynamically by snapping simple pieces together, integrating the process of model creation into the ongoing simulation.

Mesh optimization

It is shown that mesh optimization can be effectively used in at least two applications: surface reconstruction from unorganized points, and mesh simplification (the reduction of the number of vertices in an initially dense mesh of triangles).

Through-the-lens camera control

Through-the-lens camera control, a body of techniques that permit a user to manipulate a virtual camera by controlling and constraining features in the image seen through its lens, is introduced.
...