Johannes Mezger, B. Thomaszewski, S. Pabst, W. Straßer
{"title":"Interactive physically-based shape editing","authors":"Johannes Mezger, B. Thomaszewski, S. Pabst, W. Straßer","doi":"10.1145/1364901.1364915","DOIUrl":null,"url":null,"abstract":"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, e.g. fluids and cloth, in a bi-directional way.","PeriodicalId":216067,"journal":{"name":"Symposium on Solid and Physical Modeling","volume":"28 2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"50","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Symposium on Solid and Physical Modeling","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1364901.1364915","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 50
Abstract
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, e.g. fluids and cloth, in a bi-directional way.