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dc.contributor.authorPatkar, Saketen_US
dc.contributor.authorAanjaneya, Mridulen_US
dc.contributor.authorBartle, Aricen_US
dc.contributor.authorLee, Minjaeen_US
dc.contributor.authorFedkiw, Ronalden_US
dc.contributor.editorVladlen Koltun and Eftychios Sifakisen_US
dc.date.accessioned2014-12-16T07:33:49Z
dc.date.available2014-12-16T07:33:49Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-61-3en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/sca.20141126en_US
dc.identifier.urihttp://hdl.handle.net/10.2312/sca.20141126.087-096
dc.description.abstractWe present a novel method for the efficient denting and bending of rigid bodies without the need for expensive finite element simulations. Denting is achieved by deforming the triangulated surface of the target body based on a dent map computed on-the-fly from the projectile body using a Z-buffer algorithm with varying degrees of smoothing. Our method accounts for the angle of impact, is applicable to arbitrary shapes, readily scales to thousands of rigid bodies, is amenable to artist control, and also works well in combination with prescoring algorithms for fracture. Bending is addressed by augmenting a rigid body with an articulated skeleton which is used to drive skinning weights for the bending deformation. The articulated skeleton is simulated to include the effects of both elasticity and plasticity. Furthermore, we allow joints to be added dynamically so that bending can occur in a nonpredetermined way and/or as dictated by the artist. Conversely, we present an articulation condensation method that greatly simplifies large unneeded branches and chains on-the-fly for increased efficiency.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEfficient Denting and Bending of Rigid Bodiesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US


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