Game Development Reference
Figure 10.7. The two figures on the right show an example of surface mesh, and the two
figures on the left show the associated volumetric mesh (see Color Plate XII).
a highly detailed surface representation of the object, usually provided by
the game artist and used for the graphical rendering.
The surface mesh is driven by the tetrahedral mesh, i.e., the vertices of the
surface mesh are displaced following the underlying tetrahedral mesh, creating
a deformation visual effect. This process can be done very efficiently using the
barycentric coordinates described in Equations (10.6), (10.7), (10.8), and (10.9).
The surface-mesh update algorithm needs to link each surface-mesh vertex
with a volumetric-mesh element in a preprocessing stage. All the vertices inside
a tetrahedron are linked to that tetrahedron. An easy way to test whether a vertex
p is inside tetrahedron e is to compute its barycentric coordinates using Equa-
tions (10.7) and (10.8). Once ξ =[ ξ 1 ,ξ 2 ,ξ 3 ,ξ 4 ] is calculated, p is inside e if and
only if the following two constraints are satisfied:
1. x i ≥
1 , 2 , 3 , 4
2. x i ≤
1 , 2 , 3 , 4
If a vertex is not inside any tetrahedron, it will be linked to the closest one.
We store the barycentric coordinates ξ of each vertex with respect to its linked
tetrahedron. When the surface mesh is rendered, we can update the vertex po-
sition using ξ and its linked tetrahedron node displacements, as shown in Equa-
tion (10.2). Note that the simulation usually runs at higher frequencies than does