Interactive Physically-based Animation System for Dense Meshes

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Date
2004
Journal Title
Journal ISSN
Volume Title
Publisher
Eurographics Association
Abstract
In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients at mesh vertices by creating a distance field. They are interpolated when collisions are detected and are used for the calculation of forces with a penalty method. Our method can handle dense meshes with physically-based animation and collision response at interactive frame rates.
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@inproceedings{
10.2312:egs.20041016
, booktitle = {
Eurographics 2004 - Short Presentations
}, editor = {
M. Alexa and E. Galin
}, title = {{
Interactive Physically-based Animation System for Dense Meshes
}}, author = {
Kondo, Ryo
and
Kanai, Takashi
}, year = {
2004
}, publisher = {
Eurographics Association
}, ISSN = {
1017-4656
}, ISBN = {}, DOI = {
10.2312/egs.20041016
} }
Citation