The breaking of solid objects, like glass or pottery, poses a complex problem for computer animation. We present our methods of using physical simulation to drive the animation of breaking objects. Breakage is obtained in a three-dimensional flexible model as the limit of elastic behavior. This article describes three principal features of the model: a breakage model, a collision-detection/response scheme, and a geometric modeling method. We use networks of point masses connected by springs to represent physical objects that can bend and break. We present efficient collision-detection algorithms, appropriate for simulating the collisions between the various pieces that interact in breakage. The capability of modeling real objects is provided by a technique of building up composite structures from simple lattice models. We applied these methods to animate the breaking of a teapot and other dishware activities in the animation Tipsy Turvy shown at Siggraph '89. Animation techniques that rely on physical simulation to control the motion of objects are discussed, and further topics for research are presented.
A multi-user Virtual World has been implemented combining a flexible-object simulator with a multisensory user interface, including hand motion and gestures, speech input and output, sound output, and 3-D stereoscopic graphics with head-motion parallax, The implementation is based on a distributed clientherver architecture with a centralized Dialogue Manager. The simulator is inserted into the Virtual World as a server. A discipline for writing interaction dialogues provides a clear conceptual hierarchy and the encapsulation of state. This hierarchy facilitates the creation of alternative interaction scenarios and shared muhiuser environments.KEYWORDS: user interface management system, dialog manager, virtual worlds, virtual reality, interactive lation. BACKGROUND A Virtuat World is an interactive, multisensory, dimensional environment where human-computer
We present some straightforward algorithms for the generation and display in 3-D of fractal shapes. These techniques are very general and particularly adapted to shapes which are much more costly to generate than to display, such as those fractal surfaces defined by iteration of algebraic transformations. In order to deal with the large space and time requirements of calculating these shapes, we introduce a boundary-tracking algorithm particularly adapted for array-processor implementation. The resulting surfaces are then shaded and displayed using z-buffer type algorithms. A new class of displayable geometric objects, with great diversity of form and texture, is introduced by these techniques.
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