Modeling and animation of cloth have experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real-time realistic simulation remains a major challenge, even if applications are numerous, from rapid prototyping to ecommerce. In this paper, we present a stable, real-time algorithm for animating cloth-like materials. Using a hybrid explicit/implicit algorithm, we perform fast and stable time integration of a physically based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism. We demonstrate our approach through a series of examples in virtual reality environments, proving that real-time animation of cloth, even on low-end computers, is now achievable.
This paper presents an approach to animate elastic deformable materials at interactive rates using space-time adaptive resolution. We propose a new computational model, based on the conventional Hooke's law, that uses a discrete approximation of differential operators on irregular grid. It allows local refinement or simplification of the computational model based on local error measurement. We in effect minimize calculations while ensuring a realistic and scaleindependent behavior within a given accuracy threshold. We demonstrate this technique on a real-time virtual liver surgery application. 2 A general physical model In this paper, we basically simulate the same model as in [TPBF87]. Nevertheless, we distinguish from this approach in our mathematical development. This section reviews the standard physics used by our method, detailed in [TG70] for instance.
This paper presents an adaptive technique to animate deformable bodies in real-time. In contrast to most previous work, we introduce a multi-resolution model that locally refines or simplifies the simulated object over time in order to optimize the computational effort. We use the mixed Finite-Volume/Finite-Element method to derive fast, local discrete differential operators over irregular grids with tight error bounds. The linear elasticity equations can be simulated using an arbitrary non-nested hierarchy of volumetric meshes, allowing the computation load to be automatically concentrated where and when needed. Real-time simulation, with a guaranteed frame rate, can be achieved as demonstrated through a series of examples on our video.
Synthetising realistic animations of human gures should bene t from both a priori biomechanical knowledge on human motion and physically-based simulation techniques, eager to adapt motion to the speci c environment in which it takes place. This paper performs a rst step towards this goal, by computing and analyzing the internal actuator forces involved when the human gure performs speci c walk motions. The computations rely on a robust simulator where forward and inverse dynamics are combined with automatic collision detection and response. The force curves we obtain give interesting information on the respective action of muscles in various styles of walks. Our further plans include parameterizing them and using them to control physically-based simulations of walk motions.
It has been known since the work of Carlsson [2] and Weinshall [17] that there is a dualization principle that allows one to interchange the role of points being viewed by several cameras and the camera centres themselves. In principle this implies the possibility of dualizing projective reconstruction algorithms to obtain new algorithms. In this paper, this theme is developed at a theoretical and algorithmic level. The nature of the duality mapping is explored and its application to reconstruction ambiguity is discussed. An explicit method for dualizing any projective reconstruction algorithm is given. At the practical implementation level, however, it is shown that there are difficulties which have so far defeated successful application of this dualization method to produce working algorithms.
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