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Meshless deformations based on shape matching

机译:基于形状匹配的无网格变形

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We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles point-based objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games.
机译:我们提出了一种模拟可变形物体的新方法。基础模型受几何启发。它处理基于点的对象,不需要连接信息。该方法不需要任何预处理,易于计算,并提供无条件稳定的动态仿真。我们的可变形模型的主要思想是通过几何约束替换能量,并通过当前位置到目标位置的距离替换力。这些目标位置是通过未变形的静止状态与点云的当前变形状态的广义形状匹配来确定的。由于总是将点引向定义明确的位置,因此消除了显式集成方案的过冲问题。该方法在可处理的对象表示方面的多功能性,在内存和计算复杂性方面的效率以及动态模拟的无条件稳定性,使得该方法对于游戏尤为有趣。

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