Interactive Physically-based Animation System for Dense Meshes
dc.contributor.author | Kondo, Ryo | en_US |
dc.contributor.author | Kanai, Takashi | en_US |
dc.contributor.editor | M. Alexa and E. Galin | en_US |
dc.date.accessioned | 2015-07-20T09:40:49Z | |
dc.date.available | 2015-07-20T09:40:49Z | |
dc.date.issued | 2004 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20041016 | en_US |
dc.description.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. | en_US |
dc.publisher | Eurographics Association | en_US |
dc.title | Interactive Physically-based Animation System for Dense Meshes | en_US |
dc.description.seriesinformation | Eurographics 2004 - Short Presentations | en_US |
dc.identifier.doi | 10.2312/egs.20041016 | en_US |
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Eurographics 2004 - Short Presentations