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Abstract
This paper presents a model that describes the temporal evolution of 2D-topological structures to represent and
control dynamic natural phenomena. As input, the user provides the system with a list of actions that gives a high-
level description of the evolution in terms of application-specific operations. As output, a complete representation
of the evolution is computed. Our model is composed of three parts: A structural model allowing the temporal
representation of both topology and geometry; an event model that aims at detecting topological modifications
and ensures consistency between topology and geometry; and a semantic model that simultaneously describes
the evolution as a sequence of elementary modifications and manages the history of the various entities of the
model. We show the efficiency of the model in the geology field, by studying two well-known phenomena, namely
sedimentation and erosion.
1. Introduction into account (in other words, secant edges are prohibited in
the model). This update is automatic and depends on both
Lots of experimental sciences (biology, botany, geology, the application and the local context. The structural modi-
etc.) face very elaborated natural structures whose evolution fications are driven by the geometry and some application-
laws are complex and often badly understood. A model able dependent rules.
to represent and control structural evolutions, define and re-
consider the phenomena and provide the history of entities To put our model into practice, we have chosen to study
would be a valuable tool to understand the causes, the for- a kind of geological application, the channel creation (Fig-
mation and the possible evolutions of a structure. ure 1), for several reasons: First, this type of geological phe-
nomenon has not, to our knowledge, been studied in the
In this article, we propose a way to design such a tool, topology-based animation field yet. Second, channels can
with a general method to animate topological structures naturally exhibit a wide variety of shapes, so we can test
from evolution description. Although we currently work our model in order to represent as many channels as possi-
on 2D scenes, our method is designed to be dimension- ble. Third, channel creation is the combination of only two
independent. More specifically, we propose a model that rep- well-known phenomena, namely sedimentation and erosion.
resents the evolution of a space subdivision by applying a Therefore, after defining these phenomena, only a small
set of topological modifications at given times. Both struc- number of parameters are necessary to create channels. No-
ture and geometry are updated along time (in order to gen- tice that combining sedimentation and erosion may lead to
erate the successive images of the animation). In addition, some topological modifications. For example, in figure 1, an
the own evolution of each entity of the model is represented erosion (symbolized by an arrow) is “digging” the geolog-
in a comprehensive way for the user. Moreover, this model ical layer C1. Later, erosion could either separate C1 from
ensures consistency between the geometrical model and the C2, or divide C1 in two non-adjacent blocks. The matching
topological model, i.e. not only the result should be visually topological modifications are “sliding” and “interface sepa-
correct, but it should also provide the user with an accurate ration” (Figure 2a), and “face split” (Figure 2b).
representation of the underlying structure. For example, if
two edges intersect with each other during the animation, the This paper is organized as follows: Section 2 first explains
model has to be updated to take the result of the intersection the limits of current topology-based animation systems, then
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
3.1. Structural model Cells are implicitly described as sets of darts through the
notion of orbit.
For an accurate neighborhood representation, the structural
model must rely on a topological model. Many models are Definition 2 Orbit and i-cell. Let {∏0 , . . . , ∏n } be a set of
able to represent such structures [Edm60, May67, Wei88, permutations on D. The orbit of an element d ∈ D related to
Bri89, Lie94]. We choose the generalized maps (n-g-maps) this set of permutations is h∏0 , . . . , ∏n i, where h∏0 , . . . , ∏n i
[Lie94], because the n-g-maps are defined in an homoge- denotes the group of permutations generated by ∏0 , . . . , ∏n .
neous way in any dimension, that makes the definition of Let d ∈ D, N = {0, 1, . . . , n} and let i ∈ N. The i-cell incident
both the model and the operations easier, and will make our to d is the orbit:
animation model extensible to higher dimensions. First, we hiN−{i} (d) = hα0 , . . . , αi−1 , αi+1 , . . . , αn i(d)
recall the principles of this structure. Next, we show how we
use n-g-maps in a sequential structure described below. A 0-cell is a vertex, an 1-cell is an edge, a 2-cell is a face,
and so on.
3.1.1. Topological structure Definition 3 Closed n-G-map. Let n ≥ 0. A n-dimentional
The n-g-maps represent objects by their borders (B-Rep). generalized map (or n-g-map) G = (D, α0 , . . . , αn ). G is
They model quasi-manifolds, oriented or not, with or with- closed ⇔, ∀i ∈ {0, . . . , n}, dαi 6= d.
out boundary. Geometric objects are subdivided in cells (ver-
tices, edges, faces, etc.) linked together by adjacency / inci- 3.1.2. The temporal model
dence relationships (Figure 3).
Our model is also temporal since it represents the animation
An n-dimensional generalized map is a set of abstract el- of structured objects as a sequence of topological modifica-
ements, called darts, and functions defined on these darts: tions (Figure 4). We consider that modifications are instanta-
neous and can be simultaneous. Our approach is inspired by
Definition 1 Generalized map. Let n ≥ 0. A n-dimensional the key frame animation method [Par01]. However, whereas
generalized map (or n-G-map) G = (D, α0 , . . . , αn ) is de- the original key frame method aims at providing convenient
fined by: interpolations to generate in-between images, a key frame
• D a finite set of darts; is introduced in our model only if the structure is subject
• ∀k, 0 ≤ k ≤ n, αk an involution on D; to one or several topological modifications. If the topology
• ∀k, j, 0 ≤ k < k + 2 ≤ j ≤ n, αk α j is an involution. changes at a given time, a new key frame taking these mod-
ifications into account is created. Therefore, no topological
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
Topology
d)
Str
tend
topological evolution script where each topological modifi- Figure 10: Parameters of the sedimentation model.
cation is recorded. This processing uses structural and se-
mantic informations. (c-d) The low-level script (called “evo-
In the scenario, the sedimentation is defined with five pa-
lution language” in the figure, which allows to apply topo-
rameters: a prefix to designate the created blocks, a sedi-
logical operations, independently of the topological model,
mentation area delimited by two edges, two dates t_begin
on designated entities) is interpreted and calls the topolog-
and t_end for starting and stopping sedimentation, and the
ical model for processing the low-level operations with the
sedimentation’s height h. This simplified model considers
help of the semantic model to bind entities with topological
that the sedimentation speed is constant over time (i.e. :
elements. (d) Structural operations are processed.
v = t _end−th _begin ).
4. An application in geology First, the initializing events must be determined. The sys-
tem searches for local minimums in the sedimentation area
In this section, we show an application of our animation (Figure 11a). Then, the dates at which these minimums start
model with a 2D case study on two well-known geologi- to fill in are computed. Interface creation events are then
cal phenomena, namely sedimentation and erosion, both in- queued for each minimums.
volved in the channel construction. After presenting mod-
els for sedimentation and erosion, we will describe how they
have been integrated into the animation model. For each phe-
nomenon, the general methodology first consists in defining v' v'
the initial events. These events allow the system to carry out v
the phenomenon. Other events can appear during the phe-
nomenon and must be defined too. Thereafter, since an event
usually implies topology and/or embeddings modifications, (a) (b)
these modifications must be defined as well, through pat-
terns and transformation algorithms. Each event requires at
least one pattern and the associated transformations. Note v' v
v'
that several patterns can be used for the system to handle v
different cases.
(c) (d)
4.1. Sedimentation model
The sedimentation phenomenon is the set of processes by Figure 11: Sedimentation steps: (a) Searching for local
which particles in suspension lay down. According to the minimums. (b) Creation of the first face and sliding of its
principles of stratigraphy enunciated by Stenon (1669), sed- extremities. (c) Creation of a new face and sliding of its ex-
iments are deposited in approximatively horizontal layers. tremities. Vertex v moves towards a vertex v0 from the subsoil
layer. (d) Merging of the two blocks and sliding of the new
Here, we consider a strictly horizontal model of sedi- block extremities. v and v0 collide, then v slides over v0 .
mentation (We made this choice to simplify the description
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
n1 n2 n1_0 n2_1
Ero Ero
v
!Ero
n3 n3_0 n3_1
(a) (b) n1_1 n2_0
(c) (d)
Figure 14: Erosion steps: (a) Erosion surface oversampling vertices v1 , v2 are inserted in e, edges adjacent to v vertex
and vertices embedding update. (b) Research for the near- are unlinked, then linked to previously inserted vertices. The
est collision. (c) Processing of the event according to the embedding of new vertices is updated to make them slide
context, when a collision occurs (here, we assume that the over e. Otherwise, if the degree of v is n > 2, we insert n
erosion surface has some priority over the subsoil layer). new vertices and we unlink all edges incident to v to link
(d) The erosion surface has eroded the layer: A new face is them to the new vertices according to vertex orbit order.
created and the contact vertices slide along the layer below. Figure 16 illustrates the collision processing between a
vertex v from the erosion surface and an edge e from a sub-
soil layer. The handling begins with the split of n3 by the
the entities engaged (the erosion surface is tagged as "Ero", insertion of a vertex (in the case of vertex-vertex collisions
the other surface tagged as "!Ero"). Vertex-vertex collisions, where vertices are not part of the same edge, we simply do
where vertices are not linked by an edge, are handled as a not insert a new vertex on n3, and the following process is
particular case of those shown in Figure 16. The embedding the same). Next, we insert one vertex inside the two edges
of each new vertex is computed to make it slide along initial incident to the vertex v and to the common face between v
edges. and n3. Then we "unidentify" the two new edges of n3 and
we identify them again with the new vertices inserted in n1
and n2.
e e0 e1 e2
Ero
Finally, we must note that after managing collision, con-
v1 v2 tact vertices of the erosion surface can slide along the eroded
v surface (Figure 14d). This evolution is similar to the slide of
!Ero !Ero vertices along edges described in the case of sedimentation.
(a) Therefore, the vertex/vertex collision event can be generated
in the erosion case. Figure 17 shows the patterns matching
e those collisions and their handling.
Ero e0 e1 e2 e3
Pattern 17(a) is similar to the pattern of vertex sliding used
v1 v2 v3 about the sedimentation process for the topological modifi-
!Ero cation but slightly different for the embedding computation.
!Ero !Ero Pattern 17(b) represents the disappearance of the edge n2 by
(b) its contraction to form a new vertex. A new embedding is
affected to this vertex, corresponding to the intersection be-
Figure 15: Collision processing between an erosion edge tween lines n3 an n1 − n4.
and one vertex of the subsoil layer seen at topological, geo-
metrical and semantic levels. The arrows show the motion of
vertices. Dashed lines represent a (α1 α0 )∗ α1 link between 4.3. Results
two darts. a) A simple case: degree of v = 2. b) A more com-
In this section we present the results computed by our anima-
plex case: degree of v = 3.
tion system (see videos at: http://www.sic.sp2mi.
univ-poitiers.fr/topanim/). Images of Figure 18
Figure 15 illustrates the collision processing between an are extracted from our animation player. This software is
edge belonging to the erosion surface e and a vertex v of the used to visualize the animation and navigate forward and
model. If the degree of v is equal to 2 (Figure 15a), two new backward in time. The left part of the window represents
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
n1 Ero n1_0
s != 0
n3
!Ero n2 Ero
s != 0 n3 s=0
n1_1
n4 n4
(a)
n1 n1
Ero
n3 n2 n3
(a) (b)
Ero n4
!Ero !Ero
n4
s != 0 s=0
(b)
(c) (d)
the entity designation tree. This tree is updated for each
keyframe change. Moreover, at each step of the animation, Figure 18: (a) Channel creation from a predefined shape.
we can select an entity by its name and see it highlighted The sedimentation begins and creates two separate blocks.
in the animation window (as shown in Figure 18c). This se- (b) Block merging. (c) Beginning of the erosion and detection
lection and the temporal navigation both give the possibil- of the next intersection. (d) Result after processing collision.
ity to analyze entity evolutions. Those images also show a
channel creation from a predefined shape: A sedimentation
begins and creates two separate blocks which merge when
they reach the center point. Next, an erosion process begins
on the top interface and "grinds" the central point.
The figure 19 shows the end of a more complex anima-
tion (48,256 darts divided among 104 frames). The anima-
tion begins with four sedimentations followed by an erosion
which splits a layer. Then another sedimentation process
begins, followed by two simultaneous erosions and a sedi-
mentation. We currently use Maxima (http://maxima.
sourceforge.net/) as an extern program to solve the
non linear equations implied by collision detection. We do
not resort to any optimization or detection speed-up. The
overall computation time is thus 260s (22s if the solutions Figure 19: Result of a more complex script composed of six
of the non linear equations are cached) but this can be im- sedimentations and three erosions.
proved easily (by using bounding boxes or other similar
techniques). This process shows that by using any combina-
tion of sedimentations and erosions with controlled parame-
ters, our model lets us create a large range of channels. corresponding to a set of instantaneous topological modifi-
cations. Each n-g-map is associated with a designation and a
temporal embedding. The description of an animation is car-
5. Conclusion
ried out by user-defined actions that lead to a set of topologi-
We propose an animation model based on the dynamic evo- cal events. The collision prediction engine determines which
lution of topological structures. Though our current applica- topological events may occur. Each event is processed fol-
tion is 2D, this model is intended to describe the evolution lowing its local context and the user-level application. For
of nD structures. It is composed of a sequence of n-g-maps the time being, only 2D components have been developed.
c The Eurographics Association 2008.
P.-F. Léon & X. Skapin & P. Meseure / A topology-based animation model for the description of 2D models with a dynamic structure
Their use in nD is straightforward except for the designation [DDGLA05] DAMIAND G., D EXET-G UIARD M., L IEN -
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each block separately, the resulting structures usually exhibit programming language for complex objects and collec-
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Next, following the same methodology, we will study other
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Acknowledgements tunity for safe surface assembly and quick model explo-
ration. 3D Modeling of Natural Objects, A Challenge for
We want to thank M. Perrin (École des Mines de Paris) and
the 2000’s 3 (june 1998), 4–5.
J.-F. Rainaud (Petroleum French Institute) for their assess-
ment in geography and their help in describing geological [PL90] P RUSINKIEWICZ P., L INDENMAYER A.: The
phenomena. The theorical part of this work has benefited of a Algorithmic Beauty of Plants (The Virtual Laboratory).
grant, within the VORTISS project, by the Agence Nationale Springer, October 1990.
de la Recherche (ANR-06-MDCA-015-03). [Pro97] P ROVOT X.: Collision and self-collision handling
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c The Eurographics Association 2008.