Automatic Conversion of Animated Models to Volumetric Representations with Runtime Geometry Modification
Date of Award
5-2026
Degree Name
Master of Science
Department
Computer Science
First Advisor
Li Yang, Ph.D.
Second Advisor
Steven Carr, Ph.D.
Third Advisor
Nada Lachtar, Ph.D.
Keywords
Computer graphics, destructable, real-time rendering, skeletal animation, volumetric
Access Setting
Masters Thesis-Abstract Only
Restricted to Campus until
5-1-2036
Abstract
Current approaches for rendering models in computer games represent the model as a polygonal surface mesh. This limits their ability to render penetration effects such as wounds, to model accurate ballistic behavior, and to render simulations of destruction effects such as breaking walls or cutting into wood. Automatic volumetric conversion has traditionally been infeasible due to existing tetrahedralization algorithms requiring manifold inputs free of self-intersections. Most models also require animation support which depends on skinning weights. An approach to adapting skeletal rigging data from an input model to a volumetric representation is introduced as well as a technique for automatic conversion of texture coordinates. An efficient GPU-oriented solution is developed to enable dynamic modification of the geometry of models at runtime for use in rendering effects like penetration. These contributions in conjunction with recent advances in tetrahedralization and geometric data interpolation are used to introduce a pipeline for automatically converting real-world models to volumetric representations. Results demonstrate that the implementation handles real-world models with defective geometry while preserving animation fidelity.
Recommended Citation
Rickert, Zane, "Automatic Conversion of Animated Models to Volumetric Representations with Runtime Geometry Modification" (2026). Masters Theses. 5515.
https://scholarworks.wmich.edu/masters_theses/5515