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Non-Traditional Modelling

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Despite great advances in computer graphics, it still takes many hours to build detailed computer models. The manufacturing industry is entrenched in parametric models, and the triangle mesh still dominates, both as the subject of most modeling research, and as a medium for content creation for games and the movies. GPU hardware for processing and scanning hardware for capture, support the mesh modelling methodology over all else.

In this talk I will resurrect the idea of the nearly extinct implicit modeling approach, and claim that such a methodology has some advantages over current popular techniques. In this paradigm, models are thought of as solids and it is easy to produce aesthetically pleasing blends and detect when objects are in contact. Models are visualized as iso-surfaces in a scalar field, where field values can be calculated from functions that consider both distance and gradient.

The talk will be illustrated by slides and video, and the latest results on an application to skinning for implicit characters for games will be shown. At the end of the talk a short demonstration of something entirely different to astound your friends will be given.

Bio: Brian Wyvill graduated from the University of Bradford, UK, with a PhD in computer graphics in 1975. As a post-doc he worked at the Royal College of Art and helped make some animated sequences for the Alien movie. He moved to Canada in 1981 where he has been working in the area of implicit modeling, sometimes with his brother Geoff Wyvill. He is also interested in sketch based modeling, NPR and music, and enjoys combining these areas of research.

Brian spent a quarter of century at the University of Calgary, followed by seven years as a Professor and Canada Research Chair at the University of Victoria, in British Columbia, and is currently a professor in computer science at the University of Bath, UK.

This talk is part of the Rainbow Group Seminars series.

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