Dynamic Topologies using Meshed

Particle System based Minimal Surfaces


Note: The Results have now been added, and this page is now in its final form.
The previous information on this page (proposal, etc.) follows the Results section and is found further down on this same page, or here.
A copy of the slides used during the final presentation is here.

Results (15 December 2000)

I constructed a proof that a local weighted average of coordinates in the mesh actually produces local zero mean curvature, which makes a minimal surface. This proof was done for Dr. Pizer's 257 class. This method is much more stable than the differential equations approaches found in the literature, along with being easier to code, and results in much faster computation and convergance. I also came up with a proof that self intersections will not happen in the minimal surface region of the surface (which is the portion that is not touching the constraining mechanism). This proof obviously affects the ability to achieve the originally proposed objective, and is significant. The method used here used spheres as simple constraints. I begin with the mesh initialized to a sphere, and don't let any points move if their movement would place them inside any of the constraining spheres. Some resulting images are below:










Proposal

Title
Meshed Particle Systems for Minimal Surfaces [update] Dynamic Topologies using Meshed Particle System based Minimal Surfaces.
Description
I'm going to use a mesh with verticies controlled by particles in a partical system to determine minimal surfaces given evironmental specification. This specification can be dynamic and/or static. It may include objects that the surface is not to collide with. This possibly could be used for modeling or path planning problems. [update] The focus is going to be on automatically changing the topology of the mesh. The particles will drive the verticies to minimize surface area.
Novel Contributions
I am not yet sure, but it's not for lack of brainstorms.[update] For all the researching I've done, it appears dynamic topologies is a problem that people prefer to avoid. Work has gone into finding approaches to prevent having to deal with dynamic topologies. I am planning on reversing that trend by providing a good method of dealing with these events.
Schedule
October 15
Implement the work of Eberhardt [1], and finalized and solidified idea for novel contribution, including researchon the background related to this idea. [update] Done
November 10
Preliminary implementation of novel contribution.
November 30
Results and ready to prepare for presentation.
References
1 Eberhardt, Bernd, Computing Minimal Sufraces with Particle Systems, Proceedings of The Blaubeuren Conference "Theory and Practice of Geometric Modeling", April 1997, Springer.
2 Many, many papers on cloth modeling [update] Look here for a more complete listing soon.

Update (2000 October 27)

As scheduled, I have implemented the work of Eberhardt [1], as discussed below. I have also done a fairly exhaustive background search on related works. At some point in time, the bibliographic data will appear on this page. I have decided to address the issue of dynamic topology (e.g. the topological equivelant of a sphere changing into the topological equivelant of a torus, etc.). Of course, this begins with implementing the meshed particle system and defining simple government for the particles (as discussed below). I think I will only consider topological changes when a surface begins to intersect itself. For now, I will just use a simple collision detection method (haven't yet decided which, it will probably just be some hack since this portion is not the crux). The big issue is how to rearrainge the connections on the mesh when the topology does change. I have focussed in my brainstorms so far on increasing Eulor number cases (sphere into torus), but I would like a solution that simultaniously deals with decreasing cases (torus into sphere). I do have a couple ideas, they need to be tried out and explored. That is the next step. Also, governing the changing of the shape needs to be addressed (I am planning on using spheres inside the solid, and moving/changing the spheres. This additional governence of the particles (based on dynamic objects which the surface cannont intersect), needs to be implemented also. I expect this will be neither trival nor too hard.

I have implemented the work of Eberhardt [1], to some extent. They use some differential equations whose details are scatterred through other papers. In looking through those other papers, I determined that they did (as is common) their differential equation work through Maple's c-code generator. I did not go to this extent, as an approximation is sufficient for my work here. I took an approach more along those of the "finite element" spirit (particularly the temperature style ones). The exact differential equations determine the next position of the particle based on its interactions with its (4) neighbors. These interactions are based on the classic spring equations (Hooke, etc.). I approximated these by, at each step, determining the next position as the average of the (4) neighbors' positions. Begining with a 250x250 mesh, arrainged in a cylindrical shape, I produced the image below. The original cylinder points are automatically generated, and can be left in this position (the differential equation approach is unstable when the initial points are too regular, so Eberhardt randomly displaces each in small amounts). Also, my approach appears initially to much quicker than the results they claim. Hence, for now, I will stick with my approach, since the interesting stuff is not related to these specifics. I possibly will build in the differential equation portion later.