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Meshless deformations based on shape matching
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Source ACM Transactions on Graphics (TOG) archive
Volume 24 ,  Issue 3  (July 2005) table of contents
Proceedings of ACM SIGGRAPH 2005
SESSION: Mesh manipulation table of contents
Pages: 471 - 478  
Year of Publication: 2005
ISSN:0730-0301
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Authors
Matthias Müller  NovodeX/AGEIA & ETH Züürich
Bruno Heidelberger  ETH Zürich
Matthias Teschner  University of Freiburg
Markus Gross  ETH Zürich
Publisher
ACM  New York, NY, USA
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ABSTRACT

We present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Heidelberger, B., Teschner, M., Keiser, R., Müller, M., and Gross, M. 2004. Consistent penetration depth estimation for deformable collision response. In Proceedings of Vision, Modeling, Visualization VMV'04, Stanford, USA, 339--346.
 
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Teschner, M., Heidelberger, B., Müller, M., Pomeranets, D., and Gross, M. 2003. Optimized spatial hashing for collision detection of deformable objects. In Proceedings of Vision, Modeling, Visualization VMV'03, 47--54.
 
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Teschner, M., Kimmerle, S., Heidelberger, B., Zachmann, G., Raghupathi, L., Fuhrmann, A., Cani, M.-P., Faure, F., Magnenat-Thalmann, N., Strasser, W., and Volino, P. 2005. Collision detection for deformable objects. Computer Graphics Forum 24, 1 (March), 61--81.
 
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CITED BY  28


REVIEW

"Marco Fratarcangeli : Reviewer"

Speed and accuracy are mutually exclusive issues in the context of the physical simulation of deformable bodies in video games. Explicit numerical methods, like modified Euler integration, are computationally cheap, but, on the other hand, always   more...

Collaborative Colleagues:
Matthias Müller: colleagues
Bruno Heidelberger: colleagues
Matthias Teschner: colleagues
Markus Gross: colleagues