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dc.contributor.authorTwigg, Christopher D.en_US
dc.contributor.authorKacic-Alesic, Zoranen_US
dc.contributor.editorA. Bargteil and M. van de Panneen_US
dc.date.accessioned2013-10-31T10:29:05Z
dc.date.available2013-10-31T10:29:05Z
dc.date.issued2011en_US
dc.identifier.isbn978-1-4503-0923-3en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA11/225-236en_US
dc.description.abstractA common problem during the first few seconds of a cloth, hair, or flesh simulation is that the mesh sags under gravity, which can undo the work of hours of careful modeling. The typical response of increasing the stiffness of the mesh is unsatisfactory as it increases the computational cost of simulation and adversely impacts the quality of the resulting motion. Modelers are accustomed to creating geometry as it is found in the real world, whichalready includes the effect of gravity. We propose a fast and effective approach for optimizing parameters such as spring rest lengths so that the artistically modeled shape represents the equilibrium after the mesh has settled under gravity. This eliminates sagging, preserves the quality of motion, and is intuitive for the artists.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.6.8 [Computer Graphics]: Types of simulation-Animationen_US
dc.titleOptimization for Sag-Free Simulationsen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US


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