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Generating 3D models via primitive skinning

I am looking for a method by which to generate 3D models for use in video games. The idea is virtual primitives that are simply points with associated data for size, shape, material and rotation.

For instance an asteroid might start as two simple spheres that intersect. Material of dusty rock which would tell the skinning algorithm to provide smooth sandy curves and occasional jagged boulders. Probably end up with a sort of lumpy peanut shape.

After that add smaller spheres with material of void or crater, peppered around the object. These would produce crater like areas in the surface of the peanut and the skin would adjust to suit. In the end you would have a semi plausible representation of an asteroid.

Now with that in mind, my question is, are there any decent open source or public domain examples of skinning algorithms that can find the surface of a model and generate a smooth, evenly distributed quad-strip mesh that could be then textured?

Some more information; I'm looking at CSG methods for the underlying models (adding and subtracting volume) then looking at other methods for remeshing the whole thing.

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Evil Spork Avatar asked Aug 08 '13 16:08

Evil Spork


1 Answers

Skinning is an art more than a scientific process (and so almost impossible to automate) because skinning is a visual approximation of movement. To get something fully automatic, you would either have to assume bone placement or simply assume there are none at all.

Here's an example. This is an open-source project that skins automatically based on the fact that the provided mesh is a humanoid. http://igl.ethz.ch/projects/fast/

EDIT: Wait, you mean the other way around? Isn't that similar to marching cubes? http://en.wikipedia.org/wiki/Marching_cubes

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MasterPlanMan Avatar answered Oct 05 '22 23:10

MasterPlanMan