Abstract
This paper presents a new, physically based model for performing finite element simulation of deformable objects in which all quantities - strain, stress, displacement, etc. - are computed entirely in local frames of reference. In our framework, subdivision solids with non-homogeneous material properties, such as mass and deformation distributions, can be defined throughout continuous, volumetric domains. This capability enables an animator or virtual sculptor to exert fine-level control over deforming objects and to define a wide variety of physical behaviors. Furthermore, since all quantities pertinent to physical simulation are computed locally, our model facilitates both large-scale and small-scale deformations, as well as rigid or near-rigid transformations. We demonstrate applications of our framework in animation and interactive sculpting and show that interactive simulation of non-trivial, volumetric shapes is possible with our methodologies.
| Original language | English |
|---|---|
| Pages (from-to) | 285-296 |
| Number of pages | 12 |
| Journal | Visual Computer |
| Volume | 23 |
| Issue number | 4 |
| DOIs | |
| State | Published - Apr 2007 |
Keywords
- Animation
- Physically based modeling
- Subdivision algorithms
- Virtual sculpting
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