We present an out-of-core mesh decimation algorithm that is able to handle input and output meshe... more We present an out-of-core mesh decimation algorithm that is able to handle input and output meshes of arbitrary size. The algorithm reads the input from a data stream in a single pass and writes the output to another stream while using only a fixed-sized in-core buffer. By applying randomized multiple choice optimization, we are able to use incremental mesh decimation based on edge collapses and the quadric error metric. The quality of our results is comparable to state-of-the-art high-quality mesh decimation schemes (which are slower than our algorithm) and the decimation performance matches the performance of the most efficient out-of-core techniques (which generate meshes of inferior quality).
Communications in Computer and Information Science, 2010
We present an automatic animation system for jellyfish that is based on a physical simulation. We... more We present an automatic animation system for jellyfish that is based on a physical simulation. We model the thrust of an adult jellyfish, and the organism's morphology in its most active mode of locomotion. We reduce our model by considering only species that are axially symmetric so that we can approximate the full 3D geometry of a jellyfish with a 2D simulation. We simulate the organism's elastic volume with a spring-mass system, and the surrounding sea water using the semi-Lagrangian method. We couple the two representations with the immersed boundary method. We propose a simple open-loop controller to contract the swimming muscles of the jellyfish. A 3D rendering model is extrapolated from our 2D simulation. We add variation to the extrapolated 3D geometry, which is inspired by empirical observations of real jellyfish. The resulting animation system is efficient with an acceptable compromise in physical accuracy.
We present a physically-inspired model of wax crayons, which synthesizes drawings from collection... more We present a physically-inspired model of wax crayons, which synthesizes drawings from collections of userspecified strokes. Paper is represented by a height-field texture, and a crayon is modelled with a 2D mask that evolves as it interacts with the paper. The amount of wax deposition is computed based on the crayon contact profile, contact force, and friction. Previously deposited wax is smeared by crayon action, based on wax softness and contact information. Deposited wax can also be carved from the paper by the crayon and redeposited at another location. The distributed wax is rendered using a simplified Kubelka-Monk model, which approximates light transmission and scattering effects.
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Papers by David Mould