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2006

Physically Based Deformable Models in Computer Graphics

8 years 2 months ago
Physically Based Deformable Models in Computer Graphics
Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, ...
Andrew Nealen, Matthias Müller, Richard Keise
Added 11 Dec 2010
Updated 11 Dec 2010
Type Journal
Year 2006
Where CGF
Authors Andrew Nealen, Matthias Müller, Richard Keiser, Eddy Boxerman, Mark Carlson
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