The display models that we have described represent the external
surface of the artificial fish's body and give the realistic
appearance of a variety of fishes. On the other hand, the dynamic fish
model described in Chapter
, represents the
underlying ``flesh'' that moves and deform over time to produce the
locomotion of the fish. The geometric fish surfaces need to be
coupled to the dynamic model so that they will move and deform in
accordance with the biomechanical simulation. A straightforward way
to achieve this task is to associate the control points of the
geometric surface model (in this instance, NURBS surfaces) to
the faces of the dynamic model.
The dynamic fish model consists of six segments which are denoted as
,
.
corresponds to the fish's head and
the fish's tail (see Fig.
). Each
has four
quadrilateral faces (
and two of the faces of
can be
treated as quadrilaterals by double counting one of the vertices of
the triangles). An intuitive method of associating the NURBS surface to these faces is to find, for each control point of
the NURBS surface, a corresponding point on the quadrilateral
faces. To this end, we subdivide each face into sixteen patches as
shown in Fig.
and define each face as a parametric
bilinear surface with parameters
and
. Let
us refer to the 3D vertices of the patches as `patch-nodes'. After the
subdivision, each face has in total twenty-five patch-nodes (four
of which are the original vertices that define the corners of the
face). Given the values of s and t and the 3D coordinates of the
four corners of the face, the coordinates of each patch-node P(s,t)
can be easily calculated. The resulting number of patch-nodes covering
half of the biomechanical fish model matches the number of control
points of the corresponding NURBS surface.
Figure: The subdivision of the faces of the dynamic fish.
The procedure of obtaining the positions of the control points of the NURBS surfaces over time is as follows:
Fig.
shows the overlaying control point mesh and the
underlying dynamic fish model. Fig.
shows how the
control point mesh deforms according to the shape of the dynamic fish.
More importantly, our animations have also demonstrated that unnatural
texture distortions due to surface deformation are very small and
barely visible.
Figure: The geometric NURBS surface fish deforms with the dynamic fish.
| Xiaoyuan Tu | January 1996 |