Contents
- 1 How is the intersection algorithm used in 3D mesh?
- 2 Is it possible to prevent collision in animations?
- 3 Is it possible to prevent objects from overlapping / intersecting?
- 4 How does the self intersection resolution algorithm work?
- 5 Why are 3D mesh algorithms still a challenge?
- 6 How are meshes represented in a 3 data representation?
How is the intersection algorithm used in 3D mesh?
Their algorithm first constructs an arrangement with the two (or more) input meshes and, then, re- solves the self-intersections in the combined mesh by retesselating the triangles such that intersections happen only on common ver- tices or edges.
Is it possible to prevent collision in animations?
I don’t know if it is possible but it would certainly be very helpfull if it is possible to have collision detection in animations.
How does 3D animation prevent objects from overlapping?
None of the 3d apps, commercial or open source, do this automatically. With character animation , depending on the quality of the rig, the rigger sets a floor constraint, and a good foot setup will not push ‘through’ the floor. This is just the reality of 3d animation and 3d apps.
Is it possible to prevent objects from overlapping / intersecting?
I’m currently just having a character walk up a stairway, and it’s been very frustrating having to keyframe every micro-second because of the angles his feet are moving, they’re always intersecting. Thanks as always. Disclaimer: I’m new to Blender. I don’t think you can – how would it work?
How does the self intersection resolution algorithm work?
The self-intersection resolution eliminates not only the triangle-triangle intersections between triangles of the different input meshes, but also between triangles of the same mesh and, as result, their algorithm can also eliminate self-interesctions in the input meshes, repairing them.
How does a mesh intersect with a polyhedra?
Each mesh is a partition (triangulation) of the space into polyhedra. The polyhedra may have complex topologies, with holes and disjoint components. Polyhedra from the same mesh intersect only at common vertices, edges, and faces (triangles).
Why are 3D mesh algorithms still a challenge?
Although 3D models have been widely used, processing is still a challenge [10]. Due to the algorithm complexity caused by han- dling special cases, the necessity of processing big datasets, and floating point arithmetic errors, they note that software packages occasionally “fail to give a correct result, or they refuse to give a result at all”.
How are meshes represented in a 3 data representation?
3 DATA REPRESENTATION The program input is a pair of meshes in 3D (E3). Each mesh is a partition (triangulation) of the space into polyhedra. The polyhedra may have complex topologies, with holes and disjoint components. Polyhedra from the same mesh intersect only at common vertices, edges, and faces (triangles).
How are triangulated meshes represented in a 3D model?
In 3D, the meshes are represented using a set of oriented triangles and each triangle has the labels of the polyhedra on its positive and negative sides. In this paper we will present 3D-EPUG-Overlay1, an exact al- gorithm to intersect 3D triangulated meshes.