共查询到20条相似文献,搜索用时 480 毫秒
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Physically Based Deformable Models in Computer Graphics 总被引:6,自引:0,他引:6
Andrew Nealen Matthias Müller Richard Keiser Eddy Boxerman Mark Carlson 《Computer Graphics Forum》2006,25(4):809-836
Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real‐time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research. 相似文献
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Shadow Volumes on Programmable Graphics Hardware 总被引:3,自引:0,他引:3
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Angle-Analyzer: A Triangle-Quad Mesh Codec 总被引:2,自引:0,他引:2
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We present an interactive method that allows animated characters to navigate through cluttered environments. Our characters are equipped with a variety of motion skills to clear obstacles, narrow passages, and highly constrained environment features. Our control method incorporates a behavior model into well‐known, standard path planning algorithms. Our behavior model, called deformable motion, consists of a graph of motion capture fragments. The key idea of our approach is to add flexibility on motion fragments such that we can situate them into a cluttered environment via constraint‐based formulation. We demonstrate our deformable motion for realtime interactive navigation and global path planning in highly constrained virtual environments. 相似文献
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P.Cignoni F.Ganovelli E.Gobbetti F.Marton F.Ponchio R.Scopigno 《Computer Graphics Forum》2003,22(3):505-514
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Easy Mesh Cutting 总被引:2,自引:0,他引:2
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Stroke Pattern Analysis and Synthesis 总被引:2,自引:0,他引:2
Pascal Barla Simon Breslav Joëlle Thollot François Sillion Lee Markosian 《Computer Graphics Forum》2006,25(3):663-671
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Point Cloud Collision Detection 总被引:1,自引:0,他引:1
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Animation of Bubbles in Liquid 总被引:8,自引:0,他引:8