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Interactive physically-based shape editing

机译:交互式的基于物理的形状编辑

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摘要

We present an alternative approach to standard geometric shape editing using physically-based simulation. With our technique, the user can deform complex objects in real-time. The basis of our method is formed by a fast and accurate finite element implementation of an elasto-plastic material model, specifically designed for interactive shape manipulation. Using quadratic shape functions, we reduce approximation errors inherent to methods based on linear finite elements. The physical simulation uses a volume mesh comprised of quadratic tetrahedra, which are constructed from a coarser approximation of the detailed surface. In order to guarantee stability and real-time frame rates during the simulation, we cast the elasto-plastic problem into a linear formulation. For this purpose, we present a corotational formulation for quadratic finite elements. We demonstrate the versatility of our approach in interactive manipulation sessions and show that our animation system can be coupled with further physics-based animations, like fluids and cloth, in a bi-directional way.
机译:我们提出了使用基于物理的模拟进行标准几何形状编辑的另一种方法。利用我们的技术,用户可以实时变形复杂的对象。我们方法的基础是通过快速准确地实现弹塑性材料模型的有限元实现而实现的,该模型专门为交互式形状操纵而设计。使用二次形状函数,我们减少了基于线性有限元的方法固有的近似误差。物理模拟使用由二次四面体组成的体积网格,该网格是根据详细表面的粗略近似构造而成的。为了在仿真过程中确保稳定性和实时帧速率,我们将弹塑性问题转换为线性公式。为此,我们提出了二次有限元的配比公式。我们展示了我们的方法在交互式操作会话中的多功能性,并表明我们的动画系统可以双向与其他基于物理的动画(例如流体和布料)结合。

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