header

Publications


 

Robust Real-Time Deformation of Incompressible Surface Meshes


Raphael Diziol, Jan Bender, Daniel Bayer
ACM SIGGRAPH / EUROGRAPHICS Symposium on Computer Animation
pubimg

We introduce an efficient technique for robustly simulating incompressible objects with thousands of elements in real-time. Instead of considering a tetrahedral model, commonly used to simulate volumetric bodies, we simply use their surfaces. Not requiring hundreds or even thousands of elements in the interior of the object enables us to simulate more elements on the surface, resulting in high quality deformations at low computation costs. The elasticity of the objects is robustly simulated with a geometrically motivated shape matching approach which is extended by a fast summation technique for arbitrary triangle meshes suitable for an efficient parallel computation on the GPU. Moreover, we present an oscillation-free and collision-aware volume constraint, purely based on the surface of the incompressible body. The novel heuristic we propose in our approach enables us to conserve the volume, both globally and locally. Our volume constraint is not limited to the shape matching method and can be used with any method simulating the elasticity of an object. We present several examples which demonstrate high quality volume conserving deformations and compare the run-times of our CPU implementation, as well as our GPU implementation with similar methods.



SCA 2011 Honorable Mention
» Show Videos
» Show BibTeX

@INPROCEEDINGS{Diziol2011,
author = {Raphael Diziol and Jan Bender and Daniel Bayer},
title = {Robust Real-Time Deformation of Incompressible Surface Meshes},
booktitle = {Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer
Animation},
year = {2011},
publisher = {Eurographics Association},
location = {Vancouver, Canada}
}





Simulating inextensible cloth using locking-free triangle meshes


Jan Bender, Raphael Diziol, Daniel Bayer
Virtual Reality Interactions and Physical Simulations
pubimg

This paper presents an efficient method for the dynamic simulation of inextensible cloth. The triangle mesh for our cloth model is simulated using an impulse-based approach which is able to solve hard constraints. Using hard distance constraints on the edges of the triangle mesh removes too many degrees of freedom, resulting in a rigid motion. This is known as the locking problem which is typically solved by using rectangular meshes in existing impulse-based simulations. We solve this problem by using a nonconforming representation for the simulation model which unfortunately results in a discontinuous mesh. Therefore, we couple the original conforming mesh with the nonconforming elements and use it for collision handling and visualization.

» Show BibTeX

@inproceedings{Bender11,
author = {Jan Bender and Raphael Diziol and Daniel Bayer},
title = {Simulating inextensible cloth using locking-free triangle meshes},
booktitle = {Virtual Reality Interactions and Physical Simulations (VRIPhys)},
year = {2011},
month = dec,
address = {Lyon (France)},
pages = {11-17}
}






Previous Year (2010)
Disclaimer Home Visual Computing institute RWTH Aachen University