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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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CITED BY 28
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Yanzhen Wang , Yueshan Xiong , Kai Xu , Ke Tan , Guangyou Guo, A mass-spring model for surface mesh deformation based on shape matching, Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia, November 29-December 02, 2006, Kuala Lumpur, Malaysia
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Xin Li , Xiaohu Guo , Hongyu Wang , Ying He , Xianfeng Gu , Hong Qin, Harmonic volumetric mapping for solid modeling applications, Proceedings of the 2007 ACM symposium on Solid and physical modeling, June 04-06, 2007, Beijing, China
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Mario Botsch , Mark Pauly , Markus Gross , Leif Kobbelt, PriMo: coupled prisms for intuitive surface modeling, Proceedings of the fourth Eurographics symposium on Geometry processing, June 26-28, 2006, Cagliari, Sardinia, Italy
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Takashi Ijiri , Mihoshi Yokoo , Saneyuki Kawabata , Takeo Igarashi, Surface-based growth simulation for opening flowers, Proceedings of graphics interface 2008, May 28-30, 2008, Windsor, Ontario, Canada
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Marcos Garcia , John Dingliana , Carol O'Sullivan, Perceptual evaluation of cartoon physics: accuracy, attention, appeal, Proceedings of the 5th symposium on Applied perception in graphics and visualization, August 09-10, 2008, Los Angeles, California
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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
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