The linear strain measures that are commonly used in real-time animations of deformable objects yield fast and stable simulations. However, they are not suitable for large deformations. Recently, more realistic results have been achieved in computer graphics by using Green's non-linear strain tensor, but the non-linearity makes the simulation more costly and introduces numerical problems.In this paper, we present a new simulation technique that is stable and fast like linear models, but without the disturbing artifacts that occur with large deformations. As a precomputation step, a linear stiffness matrix is computed for the system. At every time step of the simulation, we compute a tensor field that describes the local rotations of all the vertices in the mesh. This field allows us to compute the elastic forces in a non-rotated reference frame while using the precomputed stiffness matrix. The method can be applied to both finite element models and mass-spring systems. Our approach provides robustness, speed, and a realistic appearance in the simulation of large deformations.
The linear strain measures that are commonly used in real-time animations of deformable objects yield fast and stable simulations. However, they are not suitable for large deformations. Recently, more realistic results have been achieved in computer graphics by using Green's non-linear strain tensor, but the non-linearity makes the simulation more costly and introduces numerical problems.In this paper, we present a new simulation technique that is stable and fast like linear models, but without the disturbing artifacts that occur with large deformations. As a precomputation step, a linear stiffness matrix is computed for the system. At every time step of the simulation, we compute a tensor field that describes the local rotations of all the vertices in the mesh. This field allows us to compute the elastic forces in a non-rotated reference frame while using the precomputed stiffness matrix. The method can be applied to both finite element models and mass-spring systems. Our approach provides robustness, speed, and a realistic appearance in the simulation of large deformations.
We present a procedural approach to authoring layered, solid models. Using a simple scripting language, we define the internal structure of a volume from one or more input meshes. Sculpting and simulation operators are applied within the context of the language to shape and modify the model. Our framework treats simulation as a modeling operator rather than simply as a tool for animation, thereby suggesting a new paradigm for modeling as well as a new level of abstraction for interacting with simulation environments.Capturing real-world effects with standard modeling techniques is extremely challenging. Our key contribution is a concise procedural approach for seamlessly building and modifying complex solid geometry. We present an implementation of our language using a flexible tetrahedral representation. We show a variety of complex objects modeled in our system using tools that interface with finite element method and particle system simulations.
The effective integration of daylighting considerations into the design process requires many issues to be addressed simultaneously, such as daily and seasonal variations, illumination and thermal comfort. To address the need for early integration into the design process, a new approach called Lightsolve, has been developed. Its key objectives are to support the design process using a goal-oriented approach based on iterative design improvement suggestions; to provide climate-based annual metrics in a visual and synthesized format; and to relate quantitative and qualitative performance criteria using daylighting analysis data in various forms. This methodology includes the development of a time-segmentation process to represent weather and time in a condensed form, the adaptation of daylight metrics that encompass temporal and spatial considerations, and the creation of an interactive analysis interface to explore design options and design iterations. This system relies on optimization techniques to generate these suggestions. Lightsolve allows the designer to explore other design alternatives that may better fulfill his objectives and to learn about appropriate strategies to resolve daylight or sunlight penetration issues. It offers architects and building engineers support for daylighting design that can be employed interactively within the existing design process.
Most 3D mesh generation techniques require simplification and mesh improvement stages to prepare a tetrahedral model for efficient simulation. We have developed an algorithm that both reduces the number of tetrahedra in the model to permit interactive manipulation and removes the most poorly shaped tetrahedra to allow for stable physical simulations such as the finite element method. The initial tetrahedral model may be composed of several different materials representing internal structures. Our approach targets the elimination of poorly-shaped elements while simplifying the model using edge collapses and other mesh operations, such as vertex smoothing, tetrahedral swaps, and vertex addition. We present the results of our algorithm on a variety of inputs, including models with more than a million tetrahedra. In practice, our algorithm reliably reduces meshes to contain only tetrahedra that meet specified shape requirements, such as the minimum solid angle.
Abstract-We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the inter-reflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation.
When projectors are used to display images on complex, non-planar surface geometry, indirect illumination between the surfaces will disrupt the final appearance of this imagery, generally increasing brightness, decreasing contrast, and washing out colors. In this paper we predict through global illumination simulation this unintentional indirect component and solve for the optimal compensated projection imagery that will minimize the difference between the desired imagery and the actual total illumination in the resulting physical scene. Our method makes use of quadratic programming to minimize this error within the constraints of the physical system, namely, that negative light is physically impossible. We demonstrate our compensation optimization in both computer simulation and physical validation within a table-top spatially augmented reality system. We present an application of these results for visualization of interior architectural illumination. To facilitate interactive modifications to the scene geometry and desired appearance, our system is accelerated with a CUDA implementation of the QP optimization method.
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