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首页> 外文期刊>ACM Transactions on Graphics >Fast Simulation of Skeleton-Driven Deformable Body Characters
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Fast Simulation of Skeleton-Driven Deformable Body Characters

机译:快速模拟骨骼驱动的可变形身体特征

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We propose a fast physically-based simulation system for skeleton-driven deformable body characters. Our system can generate realistic motions of self-propelled deformable body characters by considering the two-way interactions among the skeleton, the deformable body, and the environment in the dynamic simulation. It can also compute the passive jiggling behavior of a deformable body driven by a kinematic skeletal motion. We show that a well-coordinated combination of: (1) a reduced deformable body model with nonlinear finite elements, (2) a linear-time algorithm for skeleton dynamics, and (3) explicit integration can boost simulation speed to orders of magnitude faster than existing methods, while preserving modeling accuracy as much as possible. Parallel computation on the GPU has also been implemented to obtain an additional speedup for complicated characters. Detailed discussions of our engineering decisions for speed and accuracy of the simulation system are presented in the article. We tested our approach with a variety of skeleton-driven deformable body characters, and the tested characters were simulated in real time or near real time.
机译:我们为骨架驱动的可变形身体特征提出了一种基于物理的快速仿真系统。我们的系统可以通过在动态仿真中考虑骨架,可变形体和环境之间的双向交互作用来生成自我推进的可变形体角色的逼真运动。它还可以计算运动骨骼运动驱动的可变形物体的被动摆动行为。我们证明了以下各项的良好协调组合:(1)具有非线性有限元的简化可变形体模型;(2)骨架动力学的线性时间算法;(3)显式积分可以将仿真速度提高到几个数量级更快与现有方法相比,同时尽可能保留了建模精度。在GPU上的并行计算也已经实现,可以为复杂字符获得额外的加速。本文介绍了我们对仿真系统的速度和准确性所做的工程决策的详细讨论。我们用各种骨骼驱动的可变形人体角色测试了我们的方法,并实时或近乎实时地模拟了测试的角色。

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