学术笔记·Physics—based subspace deformable model for interactive graphics·十三
2017-04-02 22:03
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Physics—based subspace deformable model for interactive graphics·十三
The best way to pursue a high-level realism in graphical application is to resort to the
physics, however a fine-quality physics-based animation is known time-consuming and prohibitive for interactive graphics. In this talk, we will focus on one of the most commonly-seenm physical phenomena-the elastic deformation of
a 3D soft object (like a rubber). The most physics -rigorous approach to model 3D elastic deformation is taking use of strain-stress relationship(e.g.,3D Hook's law)based on the equilibrium analysis of the soft object. The equilibrium is typically described
with a set of partial differents equations and the soft object is further discretized with mutual connected finite elements(often referred as a finite elements mesh), which results in a very high-dimensional nonlinear system to be solved at each animation
frame. We start from the background of the deformation physics ,and show how to we can achieve an interactive performance to handle a nonlinear deformable model even of large-scale by utilizing a reduced co-rotational formula and the domain decomposition with
carefully designed boundary motions.
The best way to pursue a high-level realism in graphical application is to resort to the
physics, however a fine-quality physics-based animation is known time-consuming and prohibitive for interactive graphics. In this talk, we will focus on one of the most commonly-seenm physical phenomena-the elastic deformation of
a 3D soft object (like a rubber). The most physics -rigorous approach to model 3D elastic deformation is taking use of strain-stress relationship(e.g.,3D Hook's law)based on the equilibrium analysis of the soft object. The equilibrium is typically described
with a set of partial differents equations and the soft object is further discretized with mutual connected finite elements(often referred as a finite elements mesh), which results in a very high-dimensional nonlinear system to be solved at each animation
frame. We start from the background of the deformation physics ,and show how to we can achieve an interactive performance to handle a nonlinear deformable model even of large-scale by utilizing a reduced co-rotational formula and the domain decomposition with
carefully designed boundary motions.
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