Interactive Physically-based Animation System for Dense Meshes
Abstract
In this paper we describe an interactive physically-based animation system for dense meshes. Our method extracts a coarse mesh from an original mesh to make a tetrahedral mesh for the reduction of computational costs. For computing reaction forces we precompute penetration depth values and gradients at mesh vertices by creating a distance field. They are interpolated when collisions are detected and are used for the calculation of forces with a penalty method. Our method can handle dense meshes with physically-based animation and collision response at interactive frame rates.
BibTeX
@inproceedings {10.2312:egs.20041016,
booktitle = {Eurographics 2004 - Short Presentations},
editor = {M. Alexa and E. Galin},
title = {{Interactive Physically-based Animation System for Dense Meshes}},
author = {Kondo, Ryo and Kanai, Takashi},
year = {2004},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20041016}
}
booktitle = {Eurographics 2004 - Short Presentations},
editor = {M. Alexa and E. Galin},
title = {{Interactive Physically-based Animation System for Dense Meshes}},
author = {Kondo, Ryo and Kanai, Takashi},
year = {2004},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egs.20041016}
}