Abstract
Since the shape of a Soft object changes in response to its
surroundings, it is difficult to give a single position in space
as the location of the object. Indeed objects can and do break into
sub-objects dynamically. This means that you cannot map a solid
texture onto such an object simply using a function of the space
co-ordinates.
We have taken a different approach. Our soft objects are modelled as the
volume enclosed by an iso-surface of a field calculated from a set of
key points. We ascribe to each key point a set of values which represent
a position in an abstract texture space. Any point on the
surface of an object has a field value due to each key point and this
value is used as a weight in finding a weighted vector sum of these
positions. This vector sum is used to select a surface
specification from the texture space.
These textures retain their consistency during distortion and
metamorphoses of objects. A great variety of animation effects can
be achieved with this process.
Notes
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