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Interactive Simulation of Rigid Body Dynamics in Computer Graphics


Jan Bender, Kenny Erleben, Jeff Trinkle, Erwin Coumans
Eurographics STAR
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Interactive rigid body simulation is an important part of many modern computer tools. No authoring tool nor a game engine can do without. The high performance computer tools open up new possibilities for changing how designers, engineers, modelers and animators work with their design problems.

This paper is a self contained state-of-the-art report on the physics, the models, the numerical methods and the algorithms used in interactive rigid body simulation all of which has evolved and matured over the past 20 years. The paper covers applications and the usage of interactive rigid body simulation.

Besides the mathematical and theoretical details that this paper communicates in a pedagogical manner the paper surveys common practice and reflects on applications of interactive rigid body simulation. The grand merger of interactive and off-line simulation methods is imminent, multi-core is everyman's property. These observations pose future challenges for research which we reflect on. In perspective several avenues for possible future work is touched upon such as more descriptive models and contact point generation problems. This paper is not only a stake in the sand on what has been done, it also seeks to give newcomers practical hands on advices and reflections that can give experienced researchers afterthought for the future. CrashTest

» Show BibTeX

@inproceedings{BETC2012,
title = "Interactive Simulation of Rigid Body Dynamics in Computer Graphics",
author = "Jan Bender and Kenny Erleben and Jeff Trinkle and Erwin Coumans",
year = "2012",
booktitle = "EUROGRAPHICS 2012 State of the Art Reports",
publisher = "Eurographics Association",
location = "Cagliari, Sardinia, Italy"
}





Efficient cloth simulation using an adaptive finite element method


Jan Bender, Crispin Deul
Virtual Reality Interactions and Physical Simulations
pubimg

In this paper we present an efficient adaptive cloth simulation based on the sqrt(3)-refinement scheme. Our adaptive cloth model can handle arbitrary triangle meshes and is not restricted to regular grid meshes which are required by other methods. Previous works on adaptive cloth simulation often use discrete cloth models like mass-spring systems in combination with a specific subdivision scheme. The problem of such models is that the simulation does not converge to the correct solution as the mesh is refined. We propose to use a cloth model which is based on continuum mechanics since continuous models do not have this problem. In order to perform an efficient simulation we use a linear elasticity model in combination with a corotational formulation.

The sqrt(3)-subdivision scheme has the advantage that it generates high quality meshes while the number of triangles increases only by a factor of 3 in each refinement step. However, the original scheme only defines a mesh refinement. Therefore, we introduce an extension to support the coarsening of our simulation model as well. Our proposed mesh adaption can be performed efficiently and therefore does not cause much overhead. In this paper we will show that a significant performance gain can be achieved by our adaptive method.

» Show BibTeX

@inproceedings{Bender12,
author = {Jan Bender and Crispin Deul},
title = {Efficient Cloth Simulation Using an Adaptive Finite Element Method},
booktitle = {Virtual Reality Interactions and Physical Simulations (VRIPhys)},
isbn = {978-3-905673-96-8},
year = {2012},
month = dec,
address = {Darmstadt, Germany},
publisher = {Eurographics Association},
DOI = {10.2312/PE/vriphys/vriphys12/021-030},
pages = {21-30}
}






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