Curves are perhaps the most versatile of modeling primitives in computer graphics. They define a rough structure for many surface-generation algorithms and are often fit to meaningful surface features for further shape modeling. Deformable objects such as hair and fur are simulated on finite element curve discretizations. Motion paths for planning and animation applications are tied to underlying curves. In this article we present a geometric curve primitive, known as a cord, which allows for interactive modeling of curves that contact complex geometry
Published in:
Computer Graphics and Applications, IEEE
(Volume:26
,
Issue:
3
)
Date of Publication: May-June 2006