Show simple item record

dc.contributor.authorKondo, Ryoen_US
dc.contributor.authorKanai, Takashien_US
dc.contributor.editorM. Alexa and E. Galinen_US
dc.date.accessioned2015-07-20T09:40:49Z
dc.date.available2015-07-20T09:40:49Z
dc.date.issued2004en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20041016en_US
dc.description.abstractIn 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.publisherEurographics Associationen_US
dc.titleInteractive Physically-based Animation System for Dense Meshesen_US
dc.description.seriesinformationEurographics 2004 - Short Presentationsen_US
dc.identifier.doi10.2312/egs.20041016en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record