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dc.contributor.authorNealen, Andrewen_US
dc.contributor.authorMüller, Matthiasen_US
dc.contributor.authorKeiser, Richarden_US
dc.contributor.authorBoxerman, Eddyen_US
dc.contributor.authorCarlson, Marken_US
dc.contributor.editorYiorgos Chrysanthou and Marcus Magnoren_US
dc.date.accessioned2015-07-19T16:46:44Z
dc.date.available2015-07-19T16:46:44Z
dc.date.issued2005en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egst.20051045en_US
dc.description.abstractPhysically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePhysically Based Deformable Models in Computer Graphicsen_US
dc.description.seriesinformationEurographics 2005 - State of the Art Reportsen_US
dc.description.sectionheadersen_US
dc.identifier.doi10.2312/egst.20051045en_US
dc.identifier.pages71-94en_US


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