Complex multi-material approach for dynamic simulations
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F49777513%3A23520%2F16%3A43928780" target="_blank" >RIV/49777513:23520/16:43928780 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1016/j.cag.2016.02.001" target="_blank" >http://dx.doi.org/10.1016/j.cag.2016.02.001</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1016/j.cag.2016.02.001" target="_blank" >10.1016/j.cag.2016.02.001</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Complex multi-material approach for dynamic simulations
Popis výsledku v původním jazyce
Triangle meshes are the most common representation of an object in the field of computer graphics. Recently, they have found their way into the field of erosion simulation, where volumetric representation used to prevail. Real-life erosion scenes are usually formed of multiple materials and so a reliable means of material definition is needed. Unfortunately, coupling the material information with a triangle mesh is not as straightforward as in the volumetric case. This paper proposes an approach for multiple material definition based on space subdivision. Binary space partitioning (BSP) is used to simulate complex multi-material scenes. The approach allows the definition of a nontrivial scene composed of several materials, including the definition of a gradually changing material. A method for an automated creation of the BSP tree from input volumetric data is proposed. The construction algorithm extracts a triangle mesh as an intermediate product and uses its faces as the splitting planes of the BSP tree.
Název v anglickém jazyce
Complex multi-material approach for dynamic simulations
Popis výsledku anglicky
Triangle meshes are the most common representation of an object in the field of computer graphics. Recently, they have found their way into the field of erosion simulation, where volumetric representation used to prevail. Real-life erosion scenes are usually formed of multiple materials and so a reliable means of material definition is needed. Unfortunately, coupling the material information with a triangle mesh is not as straightforward as in the volumetric case. This paper proposes an approach for multiple material definition based on space subdivision. Binary space partitioning (BSP) is used to simulate complex multi-material scenes. The approach allows the definition of a nontrivial scene composed of several materials, including the definition of a gradually changing material. A method for an automated creation of the BSP tree from input volumetric data is proposed. The construction algorithm extracts a triangle mesh as an intermediate product and uses its faces as the splitting planes of the BSP tree.
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
IN - Informatika
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/ED1.1.00%2F02.0090" target="_blank" >ED1.1.00/02.0090: NTIS - Nové technologie pro informační společnost</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)<br>S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2016
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Computers & Graphics
ISSN
0097-8493
e-ISSN
—
Svazek periodika
56
Číslo periodika v rámci svazku
1
Stát vydavatele periodika
US - Spojené státy americké
Počet stran výsledku
9
Strana od-do
11-19
Kód UT WoS článku
000375813900002
EID výsledku v databázi Scopus
2-s2.0-84962623290