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Journal of Graphics ›› 2025, Vol. 46 ›› Issue (3): 635-641.DOI: 10.11996/JG.j.2095-302X.2025030635

• Computer Graphics and Virtual Reality • Previous Articles     Next Articles

Implicit surface animation rendering based on temporal interval inversion

LI Xiaoli(), ZHANG Kun, DU Zhenlong, CHEN Dong, SONG Shuang   

  1. School of Computer and Information Engineering, Nanjing Tech University, Nanjing Jiangsu 211816, China
  • Received:2024-08-30 Accepted:2024-12-24 Online:2025-06-30 Published:2025-06-13
  • Contact: DU Zhenlong
  • About author:First author contact:

    LI Xiaoli (1971-), associate professor, Ph.D. Her main research interests cover computer graphics and computer vision. E-mail:lixl@njtech.edu.cn

  • Supported by:
    National Natural Science Foundation of China(62202221);National Natural Science Foundation of China(61672279)

Abstract:

Animation rendering is an important branch of computer graphics that focuses on generating temporal dynamic image sequences. The common animation rendering methods involves per-frame rendering of geometric scenes along the timeline, which can easily lead to the waste of computing resources. To enhance the animation rendering efficiency, an implicit surface animation rendering method based on temporal interval reversal was proposed. This method exploited a sparse octree mesh to divide the implicit scene space, employed interval arithmetic for recursive subdivision of the implicit scene, and categorized the scenes containing implicit surfaces into interior, exterior, and surface areas. Interval arithmetic was utilized to limit the range of the time derivative, thereby localizing changes within the implicit scene. There were intervals of relative or absolute stillness between multiple consecutive implicit surfaces, and by selectively re-evaluating areas while maintaining the global error, the occlusion between implicit surfaces was achieved. Finally, parallelized threads were utilized to render implicit surface animation. Experimental results showed that the proposed method, compared with the frame-by-frame rendering method, achieved an acceleration of several tens of times while maintaining the rendering quality.

Key words: implicit surface, octree algorithm, recursive subdivision, interval arithmetic, implicit surface occlusion

CLC Number: