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A Simple Method for Real-Time Metal Shell Simulation

机译:实时金属壳模拟的简单方法

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Realistic animation and rendering of the metal shell is an important aspect for movies, video games and other simulators. Usually this is handled by FEM method, which requires extremely high computational cost due to solving the stiffness matrix. We now propose a trick that could smartly avoid the large scale computation required by FEM, and could still generate visually convincing images of metal shell. We do so by first partitioning the shell into k rigid sub-shells that evolve independently during impact, before using a simple spring-mass model is applied between each adjacent vertex to retain continuity of the shell. This technique could produce realistically looking deformed rigid shells in real-time and can easily be integrated in any game engine and physics engine.
机译:逼真的动画和金属壳的渲染是电影,视频游戏和其他模拟器的重要方面。通常这是由FEM法处理的,这需要由于求解刚度矩阵而需要极高的计算成本。我们现在提出了一种可以巧妙地避免有限元件所需的大规模计算的技巧,并且仍然可以在视觉上令人信服的金属壳图像。我们这样做通过首先将壳体分隔为k刚性子壳,在撞击期间独立地发展,在使用简单的弹簧质量模型之前,在每个相邻的顶点之间施加以保持壳体的连续性。这种技术可以实际地实际地看起来是实际的刚性壳体,并且可以很容易地集成在任何游戏发动机和物理引擎中。

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