Interactive physically-based shape editing

Johannes Mezger, B. Thomaszewski, S. Pabst, W. Straßer
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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.
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基于物理的交互式形状编辑
我们提出了一种使用基于物理的模拟来编辑标准几何形状的替代方法。利用我们的技术,用户可以实时地变形复杂的物体。我们的方法的基础是形成一个快速和准确的弹塑性材料模型的有限元实现,专门为交互式形状操作设计。利用二次形函数,我们减少了基于线性有限元方法固有的逼近误差。物理模拟使用由二次四面体组成的体积网格,该网格由详细表面的粗略近似构造而成。为了保证仿真过程中的稳定性和实时帧率,我们将弹塑性问题转化为线性公式。为此,我们提出了二次元有限元的构造公式。我们在交互式操作会话中展示了我们方法的多功能性,并展示了我们的动画系统可以以双向的方式与进一步的基于物理的动画(例如流体和布料)相结合。
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